Implement Shadows #24

Merged
SeanOMik merged 28 commits from feat/shadow-maps into main 2024-08-10 03:10:30 +00:00
5 changed files with 258 additions and 80 deletions
Showing only changes of commit b45c2f4fab - Show all commits

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@ -161,13 +161,13 @@ fn setup_scene_plugin(game: &mut Game) {
DirectionalLight {
enabled: true,
color: Vec3::new(1.0, 0.95, 0.9),
intensity: 1.0,
intensity: 0.5,
},
light_tran,
));
world.spawn((
cube_mesh.clone(),
//cube_mesh.clone(),
PointLight {
enabled: true,
color: Vec3::new(0.133, 0.098, 0.91),
@ -177,6 +177,18 @@ fn setup_scene_plugin(game: &mut Game) {
},
Transform::from_xyz(5.0, -2.5, -3.3),
));
world.spawn((
//cube_mesh.clone(),
PointLight {
enabled: true,
color: Vec3::new(0.278, 0.984, 0.0),
intensity: 2.0,
range: 9.0,
..Default::default()
},
Transform::from_xyz(-0.5, 2.0, -5.0),
));
}
let mut camera = CameraComponent::new_3d();

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@ -1,7 +1,6 @@
use std::{
collections::VecDeque,
mem,
num::NonZeroU64,
rc::Rc,
sync::{Arc, RwLock, RwLockReadGuard, RwLockWriteGuard},
};
@ -13,13 +12,13 @@ use lyra_ecs::{
use lyra_game_derive::RenderGraphLabel;
use lyra_math::{Angle, Transform};
use rustc_hash::FxHashMap;
use tracing::{debug, warn};
use tracing::warn;
use wgpu::util::DeviceExt;
use crate::render::{
graph::{Node, NodeDesc, NodeType, SlotAttribute, SlotValue},
light::{directional::DirectionalLight, LightType, PointLight},
resource::{RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
resource::{FragmentState, RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
transform_buffer_storage::TransformBuffers,
vertex::Vertex,
AtlasFrame, GpuSlotBuffer, TextureAtlas,
@ -68,6 +67,7 @@ pub struct ShadowMapsPass {
render_meshes: Option<ResourceData>,
mesh_buffers: Option<ResourceData>,
pipeline: Option<RenderPipeline>,
point_light_pipeline: Option<RenderPipeline>,
atlas: LightShadowMapAtlas,
/// The depth map atlas sampler
@ -84,10 +84,8 @@ impl ShadowMapsPass {
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: true },
has_dynamic_offset: true,
min_binding_size: Some(
NonZeroU64::new(mem::size_of::<LightShadowUniform>() as _).unwrap(),
),
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
@ -98,7 +96,7 @@ impl ShadowMapsPass {
device,
wgpu::TextureFormat::Depth32Float,
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
SHADOW_SIZE * 4,
SHADOW_SIZE * 8,
);
let atlas_size_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
@ -121,12 +119,11 @@ impl ShadowMapsPass {
let cap = device.limits().max_storage_buffer_binding_size as u64
/ mem::size_of::<LightShadowUniform>() as u64;
let uniforms_buffer = GpuSlotBuffer::new_aligned(
let uniforms_buffer = GpuSlotBuffer::new(
device,
Some("buffer_shadow_maps_light"),
wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
cap,
256,
);
let uniforms_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
@ -137,7 +134,7 @@ impl ShadowMapsPass {
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
buffer: uniforms_buffer.buffer(),
offset: 0,
size: Some(NonZeroU64::new(mem::size_of::<LightShadowUniform>() as _).unwrap()),
size: None,
}),
}],
});
@ -152,6 +149,7 @@ impl ShadowMapsPass {
render_meshes: None,
mesh_buffers: None,
pipeline: None,
point_light_pipeline: None,
atlas_sampler: Rc::new(sampler),
atlas: LightShadowMapAtlas(Arc::new(RwLock::new(atlas))),
@ -165,6 +163,7 @@ impl ShadowMapsPass {
light_type: LightType,
entity: Entity,
light_pos: Transform,
far_plane: f32,
) -> LightDepthMap {
const NEAR_PLANE: f32 = 0.1;
const FAR_PLANE: f32 = 45.0;
@ -193,6 +192,11 @@ impl ShadowMapsPass {
let u = LightShadowUniform {
space_mat: light_proj,
atlas_frame,
near_plane: NEAR_PLANE,
far_plane,
_padding1: [0; 2],
light_pos: light_pos.translation,
_padding2: 0,
};
let uniform_index = self.light_uniforms_buffer.insert(queue, &u);
@ -207,10 +211,11 @@ impl ShadowMapsPass {
Angle::Degrees(90.0).to_radians(),
aspect,
NEAR_PLANE,
FAR_PLANE,
far_plane,
);
let light_trans = light_pos.translation;
// right, left, top, bottom, near, and far
let views = [
projection
* glam::Mat4::look_at_rh(
@ -287,6 +292,11 @@ impl ShadowMapsPass {
&LightShadowUniform {
space_mat: views[i],
atlas_frame: frames[i],
near_plane: NEAR_PLANE,
far_plane,
_padding1: [0; 2],
light_pos: light_trans,
_padding2: 0,
},
);
indices[i] = uniform_i;
@ -380,19 +390,18 @@ impl Node for ShadowMapsPass {
/* for (entity, pos, (has_dir, has_point)) in world.view_iter::<(Entities, &Transform, Or<Has<DirectionalLight>, Has<PointLight>>)>() {
if !self.depth_maps.contains_key(&entity) {
let light_type = if has_dir.is_some() {
LightType::Directional
// TODO: calculate far plane
let (light_type, far_plane) = if has_dir.is_some() {
(LightType::Directional, 45.0)
} else if has_point.is_some() {
LightType::Point
(LightType::Point, 45.0)
} else {
todo!("Spot lights")
};
debug!("Creating depth map for {light_type:?}");
// TODO: dont pack the textures as they're added
let atlas_index =
self.create_depth_map(&context.queue, light_type, entity, *pos);
self.create_depth_map(&context.queue, light_type, entity, *pos, far_plane);
index_components_queue.push_back((entity, atlas_index));
}
} */
@ -401,7 +410,7 @@ impl Node for ShadowMapsPass {
if !self.depth_maps.contains_key(&entity) {
// TODO: dont pack the textures as they're added
let atlas_index =
self.create_depth_map(&context.queue, LightType::Directional, entity, *pos);
self.create_depth_map(&context.queue, LightType::Directional, entity, *pos, 45.0);
index_components_queue.push_back((entity, atlas_index));
}
}
@ -410,7 +419,7 @@ impl Node for ShadowMapsPass {
if !self.depth_maps.contains_key(&entity) {
// TODO: dont pack the textures as they're added
let atlas_index =
self.create_depth_map(&context.queue, LightType::Point, entity, *pos);
self.create_depth_map(&context.queue, LightType::Point, entity, *pos, 30.0);
index_components_queue.push_back((entity, atlas_index));
}
}
@ -439,18 +448,14 @@ impl Node for ShadowMapsPass {
&graph.device,
&RenderPipelineDescriptor {
label: Some("pipeline_shadows".into()),
layouts: vec![bgl, transforms],
layouts: vec![bgl.clone(), transforms.clone()],
push_constant_ranges: vec![],
vertex: VertexState {
module: shader.clone(),
entry_point: "vs_main".into(),
buffers: vec![Vertex::position_desc().into()],
},
fragment: None, /* Some(FragmentState {
module: shader,
entry_point: "fs_main".into(),
targets: vec![],
}), */
fragment: None,
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
@ -459,6 +464,40 @@ impl Node for ShadowMapsPass {
bias: wgpu::DepthBiasState::default(),
}),
primitive: wgpu::PrimitiveState {
//cull_mode: Some(wgpu::Face::Front),
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
multisample: wgpu::MultisampleState::default(),
multiview: None,
},
));
self.point_light_pipeline = Some(RenderPipeline::create(
&graph.device,
&RenderPipelineDescriptor {
label: Some("pipeline_point_light_shadows".into()),
layouts: vec![bgl, transforms],
push_constant_ranges: vec![],
vertex: VertexState {
module: shader.clone(),
entry_point: "vs_main".into(),
buffers: vec![Vertex::position_desc().into()],
},
fragment: Some(FragmentState {
module: shader,
entry_point: "fs_point_light_main".into(),
targets: vec![],
}),
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
primitive: wgpu::PrimitiveState {
//cull_mode: Some(wgpu::Face::Front),
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
@ -477,6 +516,7 @@ impl Node for ShadowMapsPass {
) {
let encoder = context.encoder.as_mut().unwrap();
let pipeline = self.pipeline.as_ref().unwrap();
let point_light_pipeline = self.point_light_pipeline.as_ref().unwrap();
let render_meshes = self.render_meshes();
let mesh_buffers = self.mesh_buffers();
@ -495,17 +535,15 @@ impl Node for ShadowMapsPass {
stencil_ops: None,
}),
});
pass.set_pipeline(&pipeline);
for light_depth_map in self.depth_maps.values() {
match light_depth_map.light_type {
LightType::Directional => {
let frame = atlas.texture_frame(light_depth_map.atlas_index)
.expect("missing atlas frame of light");
let u_offset = self.light_uniforms_buffer.offset_of(light_depth_map.uniform_index[0]) as u32;
pass.set_pipeline(&pipeline);
//debug!("Rendering directional light with atlas {} uniform index {} and offset {}, in viewport {:?}", light_depth_map.atlas_index, light_depth_map.uniform_index[0], u_offset, frame);
let frame = atlas.texture_frame(light_depth_map.atlas_index)
.expect("missing atlas frame for light");
light_shadow_pass_impl(
&mut pass,
@ -514,17 +552,16 @@ impl Node for ShadowMapsPass {
&mesh_buffers,
&transforms,
&frame,
u_offset,
light_depth_map.uniform_index[0] as _,
);
},
LightType::Point => {
pass.set_pipeline(&point_light_pipeline);
for side in 0..6 {
let frame = atlas.texture_frame(light_depth_map.atlas_index + side)
.expect("missing atlas frame of light");
let ui = light_depth_map.uniform_index[side as usize];
let u_offset = self.light_uniforms_buffer.offset_of(ui) as u32;
//debug!("Rendering point light side {side} with atlas {} uniform index {ui} and offset {u_offset} and viewport {:?}", light_depth_map.atlas_index + side, frame);
light_shadow_pass_impl(
&mut pass,
@ -533,7 +570,7 @@ impl Node for ShadowMapsPass {
&mesh_buffers,
&transforms,
&frame,
u_offset,
ui as _,
);
}
},
@ -550,7 +587,7 @@ fn light_shadow_pass_impl<'a>(
mesh_buffers: &'a RenderAssets<MeshBufferStorage>,
transforms: &'a TransformBuffers,
shadow_atlas_viewport: &AtlasFrame,
uniform_offset: u32,
uniform_index: u32,
) {
// only render to the light's map in the atlas
pass.set_viewport(
@ -579,7 +616,7 @@ fn light_shadow_pass_impl<'a>(
let buffers = buffers.unwrap();
//let uniform_index = light_uniforms_buffer.offset_of(light_depth_map.uniform_index[0]) as u32;
pass.set_bind_group(0, &uniforms_bind_group, &[uniform_offset]);
pass.set_bind_group(0, &uniforms_bind_group, &[]);
// Get the bindgroup for job's transform and bind to it using an offset.
let bindgroup = transforms.bind_group(job.transform_id);
@ -595,7 +632,7 @@ fn light_shadow_pass_impl<'a>(
buffers.buffer_vertex.buffer().slice(..),
);
pass.set_index_buffer(indices.buffer().slice(..), *idx_type);
pass.draw_indexed(0..indices_len, 0, 0..1);
pass.draw_indexed(0..indices_len, 0, uniform_index..uniform_index + 1);
} else {
let vertex_count = buffers.buffer_vertex.count();
@ -603,7 +640,7 @@ fn light_shadow_pass_impl<'a>(
buffers.buffer_vertex.slot(),
buffers.buffer_vertex.buffer().slice(..),
);
pass.draw(0..vertex_count as u32, 0..1);
pass.draw(0..vertex_count as u32, uniform_index..uniform_index + 1);
}
}
}
@ -613,6 +650,11 @@ fn light_shadow_pass_impl<'a>(
pub struct LightShadowUniform {
space_mat: glam::Mat4,
atlas_frame: AtlasFrame, // 2xUVec2 (4xf32), so no padding needed
near_plane: f32,
far_plane: f32,
_padding1: [u32; 2],
light_pos: glam::Vec3,
_padding2: u32,
}
/// A component that stores the ID of a shadow map in the shadow map atlas for the entities.
@ -648,8 +690,3 @@ impl LightShadowMapAtlas {
self.0.write().unwrap()
}
}
/* fn uniform_index_offset(limits: &wgpu::Limits, uniform_idx: u64) -> u32 {
let t = uniform_idx as u32 % (limits.max_storage_buffer_binding_size / mem::size_of::<LightShadowUniform>() as u32);
t * limits.min_uniform_buffer_offset_alignment
} */

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@ -23,8 +23,12 @@ struct VertexOutput {
}
struct TextureAtlasFrame {
offset: vec2<u32>,
size: vec2<u32>,
/*offset: vec2<u32>,
size: vec2<u32>,*/
x: u32,
y: u32,
width: u32,
height: u32,
}
struct TransformData {
@ -111,11 +115,9 @@ var s_diffuse: sampler;
struct LightShadowMapUniform {
light_space_matrix: mat4x4<f32>,
atlas_frame: TextureAtlasFrame,
}
struct LightShadowMapUniformAligned {
@align(256)
inner: LightShadowMapUniform
near_plane: f32,
far_plane: f32,
light_pos: vec3<f32>,
}
@group(4) @binding(0)
@ -130,7 +132,7 @@ var s_shadow_maps_atlas: sampler;
@group(5) @binding(2)
var<uniform> u_shadow_maps_atlas_size: vec2<u32>;
@group(5) @binding(3)
var<storage, read> u_light_shadow: array<LightShadowMapUniformAligned>;
var<storage, read> u_light_shadow: array<LightShadowMapUniform>;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
@ -152,21 +154,22 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let light_offset = tile.x;
let light_count = tile.y;
let atlas_dimensions: vec2<i32> = textureDimensions(t_shadow_maps_atlas);
let atlas_dimensions = textureDimensions(t_shadow_maps_atlas);
for (var i = 0u; i < light_count; i++) {
let light_index = u_light_indices[light_offset + i];
let light: Light = u_lights.data[light_index];
let light_dir = normalize(-light.direction);
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
let light_dir = normalize(-light.direction);
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]].inner;
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]];
let frag_pos_light_space = shadow_u.light_space_matrix * vec4<f32>(in.world_position, 1.0);
let shadow = calc_shadow_dir_light(in.world_normal, light_dir, frag_pos_light_space, atlas_dimensions, shadow_u.atlas_frame);
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
} else if (light.light_ty == LIGHT_TY_POINT) {
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color);
let shadow = calc_shadow_point(in.world_position, in.world_normal, light_dir, light, atlas_dimensions);
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
} else if (light.light_ty == LIGHT_TY_SPOT) {
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color);
}
@ -176,9 +179,70 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(light_object_res, object_color.a);
}
/// Get the cube map side index of a 3d texture coord
///
/// 0 -> UNKNOWN
/// 1 -> right
/// 2 -> left
/// 3 -> top
/// 4 -> bottom
/// 5 -> near
/// 6 -> far
fn get_side_idx(tex_coord: vec3<f32>) -> vec3<f32> {
let abs_x = abs(tex_coord.x);
let abs_y = abs(tex_coord.y);
let abs_z = abs(tex_coord.z);
var major_axis: f32 = 0.0;
var cube_idx: i32 = 0;
var res = vec2<f32>(0.0);
// Determine the dominant axis
if (abs_x >= abs_y && abs_x >= abs_z) {
major_axis = tex_coord.x;
if (tex_coord.x > 0.0) {
cube_idx = 1;
res = vec2<f32>(-tex_coord.z, -tex_coord.y);
} else {
cube_idx = 2;
res = vec2<f32>(tex_coord.z, -tex_coord.y);
}
} else if (abs_y >= abs_x && abs_y >= abs_z) {
major_axis = tex_coord.y;
if (tex_coord.y > 0.0) {
cube_idx = 3;
res = vec2<f32>(tex_coord.x, tex_coord.z);
} else {
cube_idx = 4;
res = vec2<f32>(tex_coord.x, -tex_coord.z);
}
} else {
major_axis = tex_coord.z;
if (tex_coord.z > 0.0) {
cube_idx = 5;
res = vec2<f32>(tex_coord.x, -tex_coord.y);
} else {
cube_idx = 6;
res = vec2<f32>(-tex_coord.x, -tex_coord.y);
}
}
res = (res / abs(major_axis) + 1.0) * 0.5;
//res = normalize(res);
//res.y = 1.0-res.y; // invert y because wgsl
//let t = res.x;
//res.x = res.y;
//res.y = 1.0 - t;
res.y = 1.0 - res.y;
//res.x = 1.0 - res.x;
return vec3<f32>(res, f32(cube_idx));
}
fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>, atlas_dimensions: vec2<i32>, atlas_region: TextureAtlasFrame) -> f32 {
var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
// for some reason the y component is clipped after transforming
// for some reason the y component is flipped after transforming
proj_coords.y = -proj_coords.y;
// dont cast shadows outside the light's far plane
@ -190,8 +254,8 @@ fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light
let xy_remapped = proj_coords.xy * 0.5 + 0.5;
// no need to get the y since the maps are square
let atlas_start = f32(atlas_region.offset.x) / f32(atlas_dimensions.x);
let atlas_end = f32(atlas_region.offset.x + atlas_region.size.x) / f32(atlas_dimensions.x);
let atlas_start = f32(atlas_region.x) / f32(atlas_dimensions.x);
let atlas_end = f32(atlas_region.x + atlas_region.width) / f32(atlas_dimensions.x);
// lerp the tex coords to the shadow map for this light.
proj_coords.x = mix(atlas_start, atlas_end, xy_remapped.x);
proj_coords.y = mix(atlas_start, atlas_end, xy_remapped.y);
@ -204,7 +268,7 @@ fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light
// must manually apply offset to the texture coords since `textureSampleLevel` requires a
// const value.
let offset_coords = proj_coords.xy + (vec2<f32>(atlas_region.offset) / vec2<f32>(atlas_dimensions));
let offset_coords = proj_coords.xy + (vec2<f32>(f32(atlas_region.x), f32(atlas_region.y)) / vec2<f32>(atlas_dimensions));
let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, offset_coords, 0.0);
let current_depth = proj_coords.z;
@ -218,8 +282,50 @@ fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light
return shadow;
}
fn calc_shadow_point(world_pos: vec3<f32>, atlas_dimensions: vec2<i32>, atlas_regions: array<TextureAtlasFrame, 6>) -> f32 {
return 0.0;
fn calc_shadow_point(world_pos: vec3<f32>, world_normal: vec3<f32>, light_dir: vec3<f32>, light: Light, atlas_dimensions: vec2<i32>) -> f32 {
var frag_to_light = world_pos - light.position;
let temp = get_side_idx(normalize(frag_to_light));
var coords_2d = temp.xy;
let cube_idx = i32(temp.z);
/// if an unknown cube side was returned, something is broken
if cube_idx == 0 {
return 0.0;
}
var indices = light.light_shadow_uniform_index;
let i = indices[cube_idx - 1];
let u: LightShadowMapUniform = u_light_shadow[i];
// get the atlas frame in [0; 1] in the atlas texture
// z is width, w is height
var region_coords = vec4<f32>(f32(u.atlas_frame.x), f32(u.atlas_frame.y), f32(u.atlas_frame.width), f32(u.atlas_frame.height));
region_coords /= f32(atlas_dimensions.x);
// simulate `ClampToBorder`, not creating shadows past the shadow map regions
if (coords_2d.x >= 1.0 || coords_2d.y >= 1.0) {
return 0.0;
}
// get the coords inside of the region
coords_2d.x = mix(region_coords.x, region_coords.x + region_coords.z, coords_2d.x);
coords_2d.y = mix(region_coords.y, region_coords.y + region_coords.w, coords_2d.y);
var closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, coords_2d, 0.0);
let current_depth = length(frag_to_light);
// convert depth from [0; 1] to the original depth value
closest_depth *= u.far_plane;
// use a bias to avoid shadow acne
let bias = max(0.05 * (1.0 - dot(world_normal, light_dir)), 0.005);
var shadow = 0.0;
if current_depth - bias > closest_depth {
shadow = 1.0;
}
return shadow;
}
fn debug_grid(in: VertexOutput) -> vec4<f32> {
@ -266,7 +372,7 @@ fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light:
return (ambient_color + (1.0 - shadow) * (diffuse_color + specular_color)) * dir_light.intensity;
}
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>, shadow: f32) -> vec3<f32> {
let light_color = point_light.color.xyz;
let light_pos = point_light.position.xyz;
let camera_view_pos = u_camera.position;
@ -296,7 +402,7 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
diffuse_color *= attenuation;
specular_color *= attenuation;
return (ambient_color + diffuse_color + specular_color) * point_light.intensity;
return (ambient_color + (1.0 - shadow) * (diffuse_color + specular_color)) * point_light.intensity;
}
fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {

View File

@ -11,23 +11,54 @@ struct TextureAtlasFrame {
struct LightShadowMapUniform {
light_space_matrix: mat4x4<f32>,
atlas_frame: TextureAtlasFrame,
near_plane: f32,
far_plane: f32,
light_pos: vec3<f32>,
}
@group(0) @binding(0)
var<storage, read> u_light_shadow: LightShadowMapUniform;
var<storage, read> u_light_shadow: array<LightShadowMapUniform>;
/*@group(0) @binding(1)
var<uniform> u_light_pos: vec3<f32>;
@group(0) @binding(2)
var<uniform> u_light_far_plane: f32;*/
@group(1) @binding(0)
var<uniform> u_model_transform_data: TransformData;
struct VertexOutput {
@builtin(position)
clip_position: vec4<f32>,
@location(0) world_pos: vec3<f32>,
@location(1) instance_index: u32,
}
@vertex
fn vs_main(
@location(0) position: vec3<f32>
@location(0) position: vec3<f32>,
@builtin(instance_index) instance_index: u32,
) -> VertexOutput {
let pos = u_light_shadow.light_space_matrix * u_model_transform_data.transform * vec4<f32>(position, 1.0);
return VertexOutput(pos);
let world_pos = u_model_transform_data.transform * vec4<f32>(position, 1.0);
let pos = u_light_shadow[instance_index].light_space_matrix * world_pos;
return VertexOutput(pos, world_pos.xyz, instance_index);
}
struct FragmentOutput {
@builtin(frag_depth) depth: f32,
}
/// Fragment shader used for point lights (or other perspective lights) to create linear depth
@fragment
fn fs_point_light_main(
in: VertexOutput
) -> FragmentOutput {
let u = u_light_shadow[in.instance_index];
var light_dis = length(in.world_pos - u.light_pos);
// map to [0; 1] range by dividing by far plane
light_dis = light_dis / u.far_plane;
return FragmentOutput(light_dis);
}

View File

@ -54,19 +54,11 @@ impl<T: bytemuck::Pod + bytemuck::Zeroable> GpuSlotBuffer<T> {
/// Calculates the byte offset in the buffer of the element at `i`.
pub fn offset_of(&self, i: u64) -> u64 {
/* let offset = i * mem::size_of::<T>() as u64;
if let Some(align) = self.alignment {
round_mult::up(offset, NonZeroU64::new(align).unwrap()).unwrap()
} else {
offset
} */
if let Some(align) = self.alignment {
let transform_index = i % self.capacity;
transform_index * align
} else {
mem::size_of::<T>() as u64
i * mem::size_of::<T>() as u64
}
}