Tiled Forward Rendering #5
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@ -120,21 +120,6 @@ async fn main() {
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Transform::from_xyz(0.0, 0.0, 0.0),
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Transform::from_xyz(0.0, 0.0, 0.0),
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));
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));
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/* world.spawn((
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separate_scene.clone(),
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Transform::from_xyz(0.0, -5.0, -10.0),
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)); */
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/* {
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let cube_tran = Transform::from_xyz(-5.9026427, -1.8953488, -10.0);
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//cube_tran.rotate_y(math::Angle::Degrees(180.0));
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world.spawn((
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cube_tran,
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crate_mesh.clone(),
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CubeFlag,
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));
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} */
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{
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{
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let mut light_tran = Transform::from_xyz(1.5, 2.5, 0.0);
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let mut light_tran = Transform::from_xyz(1.5, 2.5, 0.0);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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@ -142,36 +127,27 @@ async fn main() {
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light_tran.rotate_y(math::Angle::Degrees(25.0));
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light_tran.rotate_y(math::Angle::Degrees(25.0));
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world.spawn((
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world.spawn((
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DirectionalLight {
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DirectionalLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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enabled: true,
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ambient: 0.3,
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color: Vec3::ONE,
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diffuse: 1.0,
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intensity: 0.35
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specular: 1.3,
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//..Default::default()
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},
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},
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light_tran,
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light_tran,
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//cube_mesh.clone(),
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));
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));
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}
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}
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{
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{
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//let mut light_tran = Transform::from_xyz(-3.5, 0.2, -4.5);
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//light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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world.spawn((
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world.spawn((
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PointLight {
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PointLight {
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enabled: true,
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color: Vec3::new(0.0, 0.0, 1.0),
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color: Vec3::new(0.0, 0.0, 1.0),
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intensity: 1.0,
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intensity: 3.3,
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range: 2.0,
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..Default::default()
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constant: 1.0,
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linear: 0.09,
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quadratic: 0.032,
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ambient: 0.2,
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diffuse: 1.0,
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specular: 1.3,
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},
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},
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Transform::new(
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Transform::new(
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//Vec3::new(-5.0, 1.0, -1.28),
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//Vec3::new(-5.0, 1.0, -1.28),
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Vec3::new(-5.0, 1.0, -0.28),
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Vec3::new(-5.0, 1.0, -0.0),
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//Vec3::new(-10.0, 0.94, -0.28),
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//Vec3::new(-10.0, 0.94, -0.28),
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Quat::IDENTITY,
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Quat::IDENTITY,
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@ -179,6 +155,25 @@ async fn main() {
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),
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),
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cube_mesh.clone(),
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cube_mesh.clone(),
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));
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));
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world.spawn((
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PointLight {
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enabled: true,
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color: Vec3::new(0.0, 0.5, 1.0),
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intensity: 1.0,
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range: 1.0,
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..Default::default()
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},
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Transform::new(
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Vec3::new(-3.0, 0.2, -1.5),
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//Vec3::new(-5.0, 1.0, -0.28),
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//Vec3::new(-10.0, 0.94, -0.28),
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Quat::IDENTITY,
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Vec3::new(0.15, 0.15, 0.15),
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),
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cube_mesh.clone(),
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));
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}
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}
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/* {
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/* {
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@ -1,11 +1,18 @@
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use lyra_ecs::Component;
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use lyra_ecs::Component;
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#[derive(Default, Debug, Clone, Component)]
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#[derive(Debug, Clone, Component)]
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pub struct DirectionalLight {
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pub struct DirectionalLight {
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//pub direction: glam::Quat,
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pub enabled: bool,
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pub color: glam::Vec3,
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pub color: glam::Vec3,
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pub intensity: f32,
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pub ambient: f32,
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}
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pub diffuse: f32,
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pub specular: f32,
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impl Default for DirectionalLight {
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fn default() -> Self {
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Self {
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enabled: true,
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color: glam::Vec3::new(1.0, 1.0, 1.0),
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intensity: 1.0,
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}
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}
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}
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}
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@ -216,7 +216,7 @@ pub(crate) enum LightType {
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#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub(crate) struct LightUniform {
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pub(crate) struct LightUniform {
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pub position: glam::Vec3,
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pub position: glam::Vec3,
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pub light_type: u32, // LightType
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pub light_type: u32, // enum LightType
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pub direction: glam::Vec3,
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pub direction: glam::Vec3,
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pub enabled: u32, // bool
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pub enabled: u32, // bool
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pub color: glam::Vec3,
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pub color: glam::Vec3,
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@ -225,47 +225,45 @@ pub(crate) struct LightUniform {
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pub range: f32,
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pub range: f32,
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pub intensity: f32,
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pub intensity: f32,
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pub smoothness: f32,
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pub spot_cutoff: f32,
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pub spot_cutoff: f32,
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pub spot_outer_cutoff: f32,
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pub spot_outer_cutoff: f32,
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pub _padding4: u32,
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}
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}
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impl LightUniform {
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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) -> Self {
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Self {
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Self {
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light_type: LightType::Point as u32,
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light_type: LightType::Point as u32,
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enabled: true as u32, // TODO
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enabled: light.enabled as u32,
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position: transform.translation,
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position: transform.translation,
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direction: transform.forward(),
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direction: transform.forward(),
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color: light.color,
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color: light.color,
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range: 1.5,
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range: light.range,
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intensity: 1.0,
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intensity: light.intensity,
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smoothness: light.smoothness,
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spot_cutoff: 0.0,
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spot_cutoff: 0.0,
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spot_outer_cutoff: 0.0,
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spot_outer_cutoff: 0.0,
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_padding4: 0,
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}
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}
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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) -> Self {
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Self {
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Self {
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light_type: LightType::Directional as u32,
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light_type: LightType::Directional as u32,
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enabled: true as u32, // TODO: take from component
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enabled: light.enabled as u32,
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position: transform.translation,
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position: transform.translation,
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direction: transform.forward(),
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direction: transform.forward(),
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color: light.color,
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color: light.color,
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range: 0.0,
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range: 0.0,
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intensity: 0.0,
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intensity: light.intensity,
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smoothness: 0.0,
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spot_cutoff: 0.0,
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spot_cutoff: 0.0,
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spot_outer_cutoff: 0.0,
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spot_outer_cutoff: 0.0,
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_padding4: 0,
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}
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}
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}
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}
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@ -1,13 +1,22 @@
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use lyra_ecs::Component;
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use lyra_ecs::Component;
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#[derive(Default, Debug, Clone, Component)]
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#[derive(Debug, Clone, Component)]
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pub struct PointLight {
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pub struct PointLight {
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pub enabled: bool,
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pub color: glam::Vec3,
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pub color: glam::Vec3,
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pub range: f32,
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pub intensity: f32,
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pub intensity: f32,
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pub constant: f32,
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pub smoothness: f32,
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pub linear: f32,
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}
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pub quadratic: f32,
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pub ambient: f32,
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impl Default for PointLight {
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pub diffuse: f32,
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fn default() -> Self {
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pub specular: f32,
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Self {
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enabled: true,
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color: glam::Vec3::new(1.0, 1.0, 1.0),
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range: 1.0,
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intensity: 1.0,
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smoothness: 0.75,
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}
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}
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}
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}
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@ -6,6 +6,7 @@ use winit::dpi::PhysicalSize;
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use super::{light::LightUniformBuffers, render_buffer::{BindGroupPair, BufferWrapper}, texture::RenderTexture};
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use super::{light::LightUniformBuffers, render_buffer::{BindGroupPair, BufferWrapper}, texture::RenderTexture};
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#[allow(dead_code)]
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pub(crate) struct LightIndicesGridBuffer {
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pub(crate) struct LightIndicesGridBuffer {
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index_counter_buffer: wgpu::Buffer,
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index_counter_buffer: wgpu::Buffer,
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indices_buffer: wgpu::Buffer,
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indices_buffer: wgpu::Buffer,
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@ -35,6 +35,7 @@ struct Light {
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range: f32,
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range: f32,
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intensity: f32,
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intensity: f32,
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smoothness: f32,
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spot_cutoff: f32,
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spot_cutoff: f32,
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spot_outer_cutoff: f32,
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spot_outer_cutoff: f32,
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@ -200,7 +201,7 @@ fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light:
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diffuse_color *= dir_light.diffuse;
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diffuse_color *= dir_light.diffuse;
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specular_color *= dir_light.specular;*/
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specular_color *= dir_light.specular;*/
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return ambient_color + diffuse_color + specular_color;
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return (ambient_color + diffuse_color + specular_color) * dir_light.intensity;
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}
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}
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fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
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fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
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@ -226,22 +227,8 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
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var specular_color = specular_strength * (light_color * specular_factor);
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var specular_color = specular_strength * (light_color * specular_factor);
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//// end of specular ////
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//// end of specular ////
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// TODO: Point light range
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let distance = length(light_pos - world_pos);
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let distance = length(light_pos - world_pos);
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// TODO: make smoothness in this a configurable value
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let attenuation = 1.0 - smoothstep(point_light.range * point_light.smoothness, point_light.range, distance);
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// 0.75 is the smoothness or falloff
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let attenuation = 1.0 - smoothstep(point_light.range * 0.75, point_light.range, distance);
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//// point light attenuation ////
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/*let distance = length(light_pos - world_pos);
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let attenuation = 1.0 / (point_light.constant + point_light.linear * distance +
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point_light.quadratic * (distance * distance));
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//// end of point light attenuation ////
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ambient_color *= point_light.ambient * attenuation;
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diffuse_color *= point_light.diffuse * attenuation;
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specular_color *= point_light.specular * attenuation;*/
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ambient_color *= attenuation;
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ambient_color *= attenuation;
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diffuse_color *= attenuation;
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diffuse_color *= attenuation;
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@ -22,6 +22,7 @@ struct Light {
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range: f32,
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range: f32,
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intensity: f32,
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intensity: f32,
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smoothness: f32,
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spot_cutoff: f32,
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spot_cutoff: f32,
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spot_outer_cutoff: f32,
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spot_outer_cutoff: f32,
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Loading…
Reference in New Issue