Implement Shadows #24
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@ -14,8 +14,7 @@ use crate::render::{
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};
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use super::{
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BasePassSlots, LightBasePassSlots, LightCullComputePassSlots, MeshBufferStorage, RenderAssets,
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RenderMeshes, ShadowMapsPassSlots,
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BasePassSlots, LightBasePassSlots, LightCullComputePassSlots, MeshBufferStorage, RenderAssets, RenderMeshes, ShadowMapsPassSlots
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};
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#[derive(Debug, Hash, Clone, Default, PartialEq, RenderGraphLabel)]
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@ -160,7 +159,7 @@ impl Node for MeshPass {
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binding: 3,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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@ -1,4 +1,4 @@
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use std::{collections::VecDeque, mem, num::NonZeroU64, ops::Deref, rc::Rc, sync::{Arc, RwLock, RwLockReadGuard, RwLockWriteGuard}};
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use std::{collections::VecDeque, mem, num::NonZeroU64, rc::Rc, sync::{Arc, RwLock, RwLockReadGuard, RwLockWriteGuard}};
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use lyra_ecs::{
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query::{filter::Has, Entities}, AtomicRef, Component, Entity, ResourceData
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@ -29,15 +29,20 @@ pub enum ShadowMapsPassSlots {
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#[derive(Debug, Clone, Hash, PartialEq, RenderGraphLabel)]
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pub struct ShadowMapsPassLabel;
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#[derive(Clone, Copy)]
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struct LightDepthMap {
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light_projection_buffer: Arc<wgpu::Buffer>,
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bindgroup: wgpu::BindGroup,
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//light_projection_buffer: Arc<wgpu::Buffer>,
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//bindgroup: wgpu::BindGroup,
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atlas_index: u64,
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uniform_index: u64,
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}
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pub struct ShadowMapsPass {
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bgl: Arc<wgpu::BindGroupLayout>,
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atlas_size_buffer: Arc<wgpu::Buffer>,
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light_uniforms_buffer: Arc<wgpu::Buffer>,
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light_uniforms_index: u64,
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uniforms_bg: Arc<wgpu::BindGroup>,
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/// depth maps for a light owned by an entity.
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depth_maps: FxHashMap<Entity, LightDepthMap>,
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@ -63,8 +68,8 @@ impl ShadowMapsPass {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: true,
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min_binding_size: Some(
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NonZeroU64::new(mem::size_of::<LightShadowUniform>() as _).unwrap(),
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),
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@ -101,8 +106,32 @@ impl ShadowMapsPass {
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..Default::default()
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});
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let uniforms_buffer =
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device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("buffer_shadow_maps_light"),
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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size: device.limits().max_storage_buffer_binding_size as u64,
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mapped_at_creation: false,
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});
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let uniforms_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("bind_group_shadows"),
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layout: &bgl,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &uniforms_buffer,
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offset: 0,
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size: Some(NonZeroU64::new(mem::size_of::<LightShadowUniform>() as _).unwrap()),
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}),
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}],
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});
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Self {
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bgl,
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light_uniforms_buffer: Arc::new(uniforms_buffer),
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light_uniforms_index: 0,
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uniforms_bg: Arc::new(uniforms_bg),
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atlas_size_buffer: Arc::new(atlas_size_buffer),
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depth_maps: Default::default(),
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transform_buffers: None,
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@ -116,7 +145,7 @@ impl ShadowMapsPass {
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}
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/// Create a depth map and return the id of the depth map in the texture atlas.
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fn create_depth_map(&mut self, device: &wgpu::Device, entity: Entity, light_pos: Transform) -> u64 {
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fn create_depth_map(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, entity: Entity, light_pos: Transform) -> LightDepthMap {
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const NEAR_PLANE: f32 = 0.1;
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const FAR_PLANE: f32 = 45.0;
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@ -137,38 +166,23 @@ impl ShadowMapsPass {
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atlas_frame,
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};
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let light_projection_buffer =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("buffer_shadow_maps_light"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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contents: bytemuck::bytes_of(&uniform),
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});
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let uniform_index = self.light_uniforms_index;
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self.light_uniforms_index += 1;
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let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("shadow_maps_bind_group"),
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layout: &self.bgl,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &light_projection_buffer,
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offset: 0,
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size: None,
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}),
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}
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],
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});
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//self.light_uniforms_buffer
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let offset = uniform_index_offset(&device.limits(), uniform_index);
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queue.write_buffer(&self.light_uniforms_buffer, offset as u64, bytemuck::bytes_of(&uniform));
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let v = LightDepthMap {
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atlas_index,
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uniform_index,
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};
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self.depth_maps.insert(
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entity,
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LightDepthMap {
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light_projection_buffer: Arc::new(light_projection_buffer),
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bindgroup: bg,
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atlas_index
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},
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v,
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);
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atlas_index
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v
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}
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fn transform_buffers(&self) -> AtomicRef<TransformBuffers> {
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@ -211,10 +225,10 @@ impl Node for ShadowMapsPass {
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Some(SlotValue::Sampler(self.atlas_sampler.clone())),
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);
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node.add_sampler_slot(
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node.add_buffer_slot(
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ShadowMapsPassSlots::ShadowLightUniformsBuffer,
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SlotAttribute::Output,
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Some(SlotValue::Lazy),
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Some(SlotValue::Buffer(self.light_uniforms_buffer.clone())),
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);
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node.add_buffer_slot(
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@ -230,7 +244,7 @@ impl Node for ShadowMapsPass {
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&mut self,
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graph: &mut crate::render::graph::RenderGraph,
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world: &mut lyra_ecs::World,
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_: &mut crate::render::graph::RenderGraphContext,
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context: &mut crate::render::graph::RenderGraphContext,
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) {
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self.render_meshes = world.try_get_resource_data::<RenderMeshes>();
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self.transform_buffers = world.try_get_resource_data::<TransformBuffers>();
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@ -245,7 +259,7 @@ impl Node for ShadowMapsPass {
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if !self.depth_maps.contains_key(&entity) {
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// TODO: dont pack the textures as they're added
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let atlas_index = self.create_depth_map(graph.device(), entity, *pos);
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let atlas_index = self.create_depth_map(graph.device(), &context.queue, entity, *pos);
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index_components_queue.push_back((entity, atlas_index));
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debug!("Created depth map for {:?} light entity", entity);
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@ -253,17 +267,13 @@ impl Node for ShadowMapsPass {
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}
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// now consume from the queue adding the components to the entities
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while let Some((entity, atlas_id)) = index_components_queue.pop_front() {
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world.insert(entity, LightShadowMapId(atlas_id));
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while let Some((entity, depth)) = index_components_queue.pop_front() {
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world.insert(entity, LightShadowMapId {
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atlas_index: depth.atlas_index,
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uniform_index: depth.uniform_index,
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});
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}
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// update the light projection buffer slot
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let (_, dir_depth_map) = self.depth_maps.iter().next().unwrap();
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let val = graph
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.slot_value_mut(ShadowMapsPassSlots::ShadowLightUniformsBuffer)
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.unwrap();
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*val = SlotValue::Buffer(dir_depth_map.light_projection_buffer.clone());
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if self.pipeline.is_none() {
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let shader = Rc::new(Shader {
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label: Some("shader_shadows".into()),
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@ -348,6 +358,7 @@ impl Node for ShadowMapsPass {
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});
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pass.set_pipeline(&pipeline);
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let viewport = atlas.texture_viewport(dir_depth_map.atlas_index);
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debug!("Rendering shadow map to viewport: {viewport:?}, uniform index: {}", dir_depth_map.uniform_index);
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// only render to the light's map in the atlas
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pass.set_viewport(viewport.offset.x as _, viewport.offset.y as _, viewport.size.x as _, viewport.size.y as _, 0.0, 1.0);
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// only clear the light map in the atlas
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@ -362,7 +373,9 @@ impl Node for ShadowMapsPass {
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}
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let buffers = buffers.unwrap();
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pass.set_bind_group(0, &dir_depth_map.bindgroup, &[]);
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let uniform_index = uniform_index_offset(&context.device.limits(), dir_depth_map.uniform_index);
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//debug!("Uniform offset: {uniform_index}");
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pass.set_bind_group(0, &self.uniforms_bg, &[uniform_index]);
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// Get the bindgroup for job's transform and bind to it using an offset.
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let bindgroup = transforms.bind_group(job.transform_id);
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@ -395,7 +408,7 @@ impl Node for ShadowMapsPass {
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct LightShadowUniform {
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pub struct LightShadowUniform {
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space_mat: glam::Mat4,
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atlas_frame: AtlasViewport, // 2xUVec2 (4xf32), so no padding needed
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}
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@ -405,13 +418,18 @@ struct LightShadowUniform {
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/// An entity owns a light. If that light casts shadows, this will contain the ID of the shadow
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/// map inside of the [`TextureAtlas`].
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#[derive(Debug, Default, Copy, Clone, Component)]
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pub struct LightShadowMapId(u64);
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pub struct LightShadowMapId {
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atlas_index: u64,
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uniform_index: u64,
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}
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impl Deref for LightShadowMapId {
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type Target = u64;
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impl LightShadowMapId {
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pub fn atlas_index(&self) -> u64 {
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self.atlas_index
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}
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fn deref(&self) -> &Self::Target {
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&self.0
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pub fn uniform_index(&self) -> u64 {
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self.uniform_index
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}
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}
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@ -427,4 +445,9 @@ impl LightShadowMapAtlas {
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pub fn get_mut(&self) -> RwLockWriteGuard<TextureAtlas> {
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self.0.write().unwrap()
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}
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}
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fn uniform_index_offset(limits: &wgpu::Limits, uniform_idx: u64) -> u32 {
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let t = uniform_idx as u32 % (limits.max_storage_buffer_binding_size / mem::size_of::<LightShadowUniform>() as u32);
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t * limits.min_uniform_buffer_offset_alignment
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}
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@ -12,6 +12,8 @@ use crate::math::Transform;
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use self::directional::DirectionalLight;
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use super::graph::LightShadowMapId;
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const MAX_LIGHT_COUNT: usize = 16;
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/// A struct that stores a list of lights in a wgpu::Buffer.
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@ -166,18 +168,21 @@ impl LightUniformBuffers {
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let _ = world_tick;
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let mut lights = vec![];
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for (point_light, transform) in world.view_iter::<(&PointLight, &Transform)>() {
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let uniform = LightUniform::from_point_light_bundle(&point_light, &transform);
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for (point_light, transform, shadow_map_id) in world.view_iter::<(&PointLight, &Transform, Option<&LightShadowMapId>)>() {
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let shadow_map_id = shadow_map_id.map(|m| m.clone());
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let uniform = LightUniform::from_point_light_bundle(&point_light, &transform, shadow_map_id);
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lights.push(uniform);
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}
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for (spot_light, transform) in world.view_iter::<(&SpotLight, &Transform)>() {
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let uniform = LightUniform::from_spot_light_bundle(&spot_light, &transform);
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for (spot_light, transform, shadow_map_id) in world.view_iter::<(&SpotLight, &Transform, Option<&LightShadowMapId>)>() {
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let shadow_map_id = shadow_map_id.map(|m| m.clone());
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let uniform = LightUniform::from_spot_light_bundle(&spot_light, &transform, shadow_map_id);
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lights.push(uniform);
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}
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for (dir_light, transform) in world.view_iter::<(&DirectionalLight, &Transform)>() {
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let uniform = LightUniform::from_directional_bundle(&dir_light, &transform);
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for (dir_light, transform, shadow_map_id) in world.view_iter::<(&DirectionalLight, &Transform, Option<&LightShadowMapId>)>() {
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let shadow_map_id = shadow_map_id.map(|m| m.clone());
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let uniform = LightUniform::from_directional_bundle(&dir_light, &transform, shadow_map_id);
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lights.push(uniform);
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}
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@ -216,10 +221,11 @@ pub(crate) struct LightUniform {
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pub spot_cutoff_rad: f32,
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pub spot_outer_cutoff_rad: f32,
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pub light_shadow_uniform_index: i32,
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}
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impl LightUniform {
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pub fn from_point_light_bundle(light: &PointLight, transform: &Transform) -> Self {
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pub fn from_point_light_bundle(light: &PointLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
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Self {
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light_type: LightType::Point as u32,
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enabled: light.enabled as u32,
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@ -233,11 +239,12 @@ impl LightUniform {
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spot_cutoff_rad: 0.0,
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spot_outer_cutoff_rad: 0.0,
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light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
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}
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}
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pub fn from_directional_bundle(light: &DirectionalLight, transform: &Transform) -> Self {
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pub fn from_directional_bundle(light: &DirectionalLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
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Self {
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light_type: LightType::Directional as u32,
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enabled: light.enabled as u32,
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|
@ -251,11 +258,12 @@ impl LightUniform {
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spot_cutoff_rad: 0.0,
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spot_outer_cutoff_rad: 0.0,
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light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
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}
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}
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|
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// Create the SpotLightUniform from an ECS bundle
|
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pub fn from_spot_light_bundle(light: &SpotLight, transform: &Transform) -> Self {
|
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pub fn from_spot_light_bundle(light: &SpotLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
|
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Self {
|
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light_type: LightType::Spotlight as u32,
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enabled: light.enabled as u32,
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|
@ -269,6 +277,7 @@ impl LightUniform {
|
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|
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spot_cutoff_rad: light.cutoff.to_radians(),
|
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spot_outer_cutoff_rad: light.outer_cutoff.to_radians(),
|
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light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -54,6 +54,7 @@ struct Light {
|
|||
|
||||
spot_cutoff: f32,
|
||||
spot_outer_cutoff: f32,
|
||||
light_shadow_uniform_index: i32,
|
||||
};
|
||||
|
||||
struct Lights {
|
||||
|
@ -85,9 +86,7 @@ fn vs_main(
|
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// 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_mat4 = u_model_transform_data.normal_matrix;
|
||||
let normal_mat = mat3x3(normal_mat4[0].xyz, normal_mat4[1].xyz, normal_mat4[2].xyz);
|
||||
out.world_normal = normalize(normal_mat * model.normal, );
|
||||
|
||||
out.frag_pos_light_space = u_light_shadow.light_space_matrix * world_position;
|
||||
out.world_normal = normalize(normal_mat * model.normal);
|
||||
|
||||
return out;
|
||||
}
|
||||
|
@ -114,10 +113,15 @@ struct LightShadowMapUniform {
|
|||
atlas_frame: TextureAtlasFrame,
|
||||
}
|
||||
|
||||
struct LightShadowMapUniformAligned {
|
||||
@size(256)
|
||||
inner: LightShadowMapUniform
|
||||
}
|
||||
|
||||
@group(4) @binding(0)
|
||||
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>
|
||||
var t_light_grid: texture_storage_2d<rg32uint, read_write>; // rg32uint = vec2<u32>
|
||||
|
||||
@group(5) @binding(0)
|
||||
var t_shadow_maps_atlas: texture_depth_2d;
|
||||
|
@ -126,7 +130,7 @@ var s_shadow_maps_atlas: sampler;
|
|||
@group(5) @binding(2)
|
||||
var<uniform> u_shadow_maps_atlas_size: vec2<u32>;
|
||||
@group(5) @binding(3)
|
||||
var<uniform> u_light_shadow: LightShadowMapUniform;
|
||||
var<storage, read> u_light_shadow: array<LightShadowMapUniformAligned>;
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
|
@ -148,13 +152,18 @@ 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);
|
||||
|
||||
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) {
|
||||
let light_dir = normalize(-light.direction);
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let shadow = calc_shadow(in.world_normal, light_dir, in.frag_pos_light_space, u_light_shadow.atlas_frame);
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||||
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index].inner;
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||||
let frag_pos_light_space = shadow_u.light_space_matrix * vec4<f32>(in.world_position, 1.0);
|
||||
|
||||
let shadow = calc_shadow(in.world_normal, light_dir, frag_pos_light_space, atlas_dimensions, shadow_u.atlas_frame);
|
||||
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);
|
||||
|
@ -167,7 +176,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
return vec4<f32>(light_object_res, object_color.a);
|
||||
}
|
||||
|
||||
fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>, atlas_region: TextureAtlasFrame) -> f32 {
|
||||
fn calc_shadow(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
|
||||
proj_coords.y = -proj_coords.y;
|
||||
|
@ -181,8 +190,8 @@ fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: ve
|
|||
let xy_remapped = proj_coords.xy * 0.5 + 0.5;
|
||||
|
||||
// no need to get the y since the maps are square
|
||||
let atlas_start = f32(atlas_region.offset.x) / f32(u_shadow_maps_atlas_size.x);
|
||||
let atlas_end = f32(atlas_region.offset.x + atlas_region.size.x) / f32(u_shadow_maps_atlas_size.x);
|
||||
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);
|
||||
// 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);
|
||||
|
@ -195,7 +204,7 @@ fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: ve
|
|||
|
||||
// must manually apply offset to the texture coords since `textureSampleLevel` requires a
|
||||
// const value.
|
||||
let offset_coords = proj_coords.xy + (vec2<f32>(atlas_region.offset) / vec2<f32>(u_shadow_maps_atlas_size));
|
||||
let offset_coords = proj_coords.xy + (vec2<f32>(atlas_region.offset) / 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;
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@ struct LightShadowMapUniform {
|
|||
}
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<uniform> u_light_shadow: LightShadowMapUniform;
|
||||
var<storage, read> u_light_shadow: LightShadowMapUniform;
|
||||
|
||||
@group(1) @binding(0)
|
||||
var<uniform> u_model_transform_data: TransformData;
|
||||
|
|
Loading…
Reference in New Issue