Tiled Forward Rendering #5
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@ -215,15 +215,12 @@ pub(crate) enum LightType {
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#[repr(C)]
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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 light_type: u32, // LightType
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pub enabled: u32, // bool
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pub _padding: [u32; 2],
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pub position: glam::Vec3,
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pub _padding2: u32,
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pub light_type: u32, // LightType
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pub direction: glam::Vec3,
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pub _padding3: u32,
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pub enabled: u32, // bool
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pub color: glam::Vec3,
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// no padding is needed here since cutoff acts as the padding
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// no padding is needed here since range acts as the padding
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// that would usually be needed for the vec3
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pub range: f32,
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@ -240,11 +237,8 @@ impl LightUniform {
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Self {
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light_type: LightType::Point as u32,
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enabled: true as u32, // TODO
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_padding: [0; 2],
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position: transform.translation,
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_padding2: 0,
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direction: transform.forward(),
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_padding3: 0,
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color: light.color,
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range: 1.5,
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@ -261,11 +255,8 @@ impl LightUniform {
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Self {
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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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_padding: [0; 2],
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position: transform.translation,
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_padding2: 0,
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direction: transform.forward(),
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_padding3: 0,
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color: light.color,
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range: 0.0,
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@ -24,9 +24,10 @@ pub(crate) struct LightCullCompute {
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}
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impl LightCullCompute {
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fn create_grid(device: &wgpu::Device, screen_size: PhysicalSize<u32>, workgroup_size: glam::UVec2) -> LightIndicesGridBuffer {
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/// Create the LightIndiciesGridBuffer object
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fn create_grid(device: &wgpu::Device, workgroup_size: glam::UVec2) -> LightIndicesGridBuffer {
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let mut contents = Vec::<u8>::new();
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let contents_len = workgroup_size.x * workgroup_size.y * mem::size_of::<u8>() as u32;
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let contents_len = workgroup_size.x * workgroup_size.y * 200 * mem::size_of::<u32>() as u32;
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contents.resize(contents_len as _, 0);
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let light_indices_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@ -167,7 +168,7 @@ impl LightCullCompute {
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});
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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);
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let light_grid = Self::create_grid(&device, screen_size, workgroup_size);
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let light_grid = Self::create_grid(&device, workgroup_size);
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let depth_tex_pair = depth_texture.create_bind_group(&device);
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@ -228,5 +229,10 @@ impl LightCullCompute {
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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self.device.poll(wgpu::Maintain::Wait);
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self.cleanup();
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}
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pub fn cleanup(&mut self) {
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self.queue.write_buffer(&self.light_indices_grid.index_counter_buffer, 0, &bytemuck::cast_slice(&[0]));
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}
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}
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@ -27,11 +27,10 @@ struct CameraUniform {
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};
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struct Light {
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light_ty: u32,
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enabled: u32,
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position: vec3<f32>,
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light_ty: u32,
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direction: vec3<f32>,
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enabled: u32,
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color: vec3<f32>,
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range: f32,
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@ -14,11 +14,10 @@ struct CameraUniform {
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};
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struct Light {
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light_ty: u32,
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enabled: u32,
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position: vec3<f32>,
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light_ty: u32,
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direction: vec3<f32>,
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enabled: u32,
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color: vec3<f32>,
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range: f32,
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@ -148,23 +147,26 @@ fn cs_main(
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let light_index = i;
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let light = u_lights.data[light_index];
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let position_vec4 = u_camera.view * vec4<f32>(light.position, 1.0);
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let position = position_vec4.xyz;
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let radius = light.range;
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if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
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add_light(light_index);
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} else if (light.light_ty == LIGHT_TY_POINT
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&& sphere_inside_frustrum(wg_frustum_planes, position, radius)) {
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// TODO: add the light to the transparent geometry list
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if (light.enabled == 1u) {
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let position_vec4 = u_camera.view * vec4<f32>(light.position, 1.0);
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let position = position_vec4.xyz;
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let radius = light.range;
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add_light(light_index);
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if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
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add_light(light_index);
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} else if (light.light_ty == LIGHT_TY_POINT
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&& sphere_inside_frustrum(wg_frustum_planes, position, radius)) {
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// TODO: add the light to the transparent geometry list
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if (!sphere_inside_plane(position, radius, wg_frustum_planes[4])) {
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add_light(light_index);
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if (!sphere_inside_plane(position, radius, wg_frustum_planes[4])) {
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}
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}
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// TODO: spotlights
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}
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// TODO: spotlights
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}
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workgroupBarrier();
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