Implement Shadows #24

Merged
SeanOMik merged 28 commits from feat/shadow-maps into main 2024-08-10 03:10:30 +00:00
3 changed files with 84 additions and 19 deletions
Showing only changes of commit 1c649b2eb6 - Show all commits

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@ -15,7 +15,7 @@ use crate::render::{
use super::{
BasePassSlots, LightBasePassSlots, LightCullComputePassSlots, MeshBufferStorage, RenderAssets,
RenderMeshes,
RenderMeshes, ShadowMapsPassSlots,
};
#[derive(Debug, Hash, Clone, Default, PartialEq, RenderGraphLabel)]
@ -26,6 +26,12 @@ pub enum MeshesPassSlots {
Material,
}
/// Stores the bind group and bind group layout for the shadow atlas texture
struct ShadowsAtlasBgPair {
layout: Arc<wgpu::BindGroupLayout>,
bg: Arc<wgpu::BindGroup>,
}
//#[derive(Default)]
#[allow(dead_code)]
pub struct MeshPass {
@ -33,11 +39,14 @@ pub struct MeshPass {
pipeline: Option<RenderPipeline>,
material_bgl: Arc<wgpu::BindGroupLayout>,
transform_buffers: Option<ResourceData>,
// TODO: find a better way to extract these resources from the main world to be used in the
// render stage.
transform_buffers: Option<ResourceData>,
render_meshes: Option<ResourceData>,
mesh_buffers: Option<ResourceData>,
shadows_atlas: Option<ShadowsAtlasBgPair>,
}
impl MeshPass {
@ -46,43 +55,89 @@ impl MeshPass {
default_texture: None,
pipeline: None,
material_bgl,
transform_buffers: None,
render_meshes: None,
mesh_buffers: None,
shadows_atlas: None,
}
}
fn transform_buffers(&self) -> AtomicRef<TransformBuffers> {
self.transform_buffers
.as_ref()
.unwrap()
.get()
self.transform_buffers.as_ref().unwrap().get()
}
fn render_meshes(&self) -> AtomicRef<RenderMeshes> {
self.render_meshes
.as_ref()
.unwrap()
.get()
self.render_meshes.as_ref().unwrap().get()
}
fn mesh_buffers(&self) -> AtomicRef<RenderAssets<MeshBufferStorage>> {
self.mesh_buffers
.as_ref()
.unwrap()
.get()
self.mesh_buffers.as_ref().unwrap().get()
}
}
impl Node for MeshPass {
fn desc(
&mut self,
_: &mut crate::render::graph::RenderGraph,
graph: &mut crate::render::graph::RenderGraph,
) -> crate::render::graph::NodeDesc {
// load the default texture
//let bytes = include_bytes!("../../default_texture.png");
//self.default_texture = Some(RenderTexture::from_bytes(device, &graph.queue, texture_bind_group_layout.clone(), bytes, "default_texture").unwrap());
let atlas_view = graph
.slot_value(ShadowMapsPassSlots::ShadowAtlasTextureView)
.expect("missing ShadowMapsPassSlots::ShadowAtlasTextureView")
.as_texture_view().unwrap();
let atlas_sampler = graph
.slot_value(ShadowMapsPassSlots::ShadowAtlasSampler)
.expect("missing ShadowMapsPassSlots::ShadowAtlasSampler")
.as_sampler().unwrap();
let device = graph.device();
let atlas_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("bgl_shadows_atlas"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let atlas_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("bg_shadows_atlas"),
layout: &atlas_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(atlas_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(atlas_sampler),
}
],
});
self.shadows_atlas = Some(ShadowsAtlasBgPair {
layout: Arc::new(atlas_layout),
bg: Arc::new(atlas_bg),
});
NodeDesc::new(
NodeType::Render,
None,
@ -107,18 +162,18 @@ impl Node for MeshPass {
let lights_bgl = graph.bind_group_layout(LightBasePassSlots::Lights);
let light_grid_bgl =
graph.bind_group_layout(LightCullComputePassSlots::LightIndicesGridGroup);
let atlas_bgl = self.shadows_atlas.as_ref().unwrap().layout.clone();
let shader = Rc::new(Shader {
label: Some("base_shader".into()),
source: include_str!("../../shaders/base.wgsl").to_string(),
});
let transforms = world
.try_get_resource_data::<TransformBuffers>()
.expect("Missing transform buffers");
self.transform_buffers = Some(transforms.clone());
let render_meshes = world
.try_get_resource_data::<RenderMeshes>()
.expect("Missing transform buffers");
@ -128,7 +183,6 @@ impl Node for MeshPass {
.try_get_resource_data::<RenderAssets<MeshBufferStorage>>()
.expect("Missing render meshes");
self.mesh_buffers = Some(mesh_buffers.clone());
let transforms = transforms.get::<TransformBuffers>();
@ -142,6 +196,7 @@ impl Node for MeshPass {
camera_bgl.clone(),
lights_bgl.clone(),
light_grid_bgl.clone(),
atlas_bgl,
],
push_constant_ranges: vec![],
vertex: VertexState {
@ -202,6 +257,8 @@ impl Node for MeshPass {
let light_grid_bg = graph.bind_group(LightCullComputePassSlots::LightIndicesGridGroup);
let shadows_atlas_bg = &self.shadows_atlas.as_ref().unwrap().bg;
//let material_bg = graph.bind_group(MeshesPassSlots::Material);
/* let pipeline = graph.pipeline(context.label.clone())
@ -284,6 +341,8 @@ impl Node for MeshPass {
pass.set_bind_group(4, light_grid_bg, &[]);
pass.set_bind_group(5, shadows_atlas_bg, &[]);
// 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;

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@ -147,12 +147,13 @@ impl BasicRenderer {
forward_plus_graph.add_node(LightCullComputePassLabel, LightCullComputePass::new(size));
debug!("Adding mesh pass");
forward_plus_graph.add_node(ShadowMapsPassLabel, ShadowMapsPass::new(&device));
let mesh_prep = MeshPrepNode::new(&device);
let material_bgl = mesh_prep.material_bgl.clone();
forward_plus_graph.add_node(MeshPrepNodeLabel, mesh_prep);
forward_plus_graph.add_node(MeshesPassLabel, MeshPass::new(material_bgl));
forward_plus_graph.add_node(ShadowMapsPassLabel, ShadowMapsPass::new(&device));
forward_plus_graph.add_edge(LightBasePassLabel, LightCullComputePassLabel);
forward_plus_graph.add_edge(MeshPrepNodeLabel, MeshesPassLabel);

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@ -114,6 +114,11 @@ var<storage, read_write> u_light_indices: array<u32>;
@group(4) @binding(1)
var t_light_grid: texture_storage_2d<rg32uint, read_write>; // vec2<u32>
@group(5) @binding(0)
var t_shadow_maps_atlas: texture_2d<f32>;
@group(5) @binding(1)
var s_shadow_maps_atlas: sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
if (u_camera.tile_debug == 1u) {