mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-11-25 00:03:29 +00:00
Rust side of the shadow example
This commit is contained in:
parent
022087b0b8
commit
957a5b57dd
@ -83,7 +83,7 @@ fn create_texels(size: usize) -> Vec<u8> {
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.collect()
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}
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struct Cube {
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struct Example {
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vertex_buf: wgpu::Buffer,
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index_buf: wgpu::Buffer,
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index_count: usize,
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@ -92,7 +92,7 @@ struct Cube {
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pipeline: wgpu::RenderPipeline,
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}
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impl Cube {
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impl Example {
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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 10.0);
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let mx_view = cgmath::Matrix4::look_at(
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@ -104,7 +104,7 @@ impl Cube {
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}
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}
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impl framework::Example for Cube {
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impl framework::Example for Example {
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fn init(device: &mut wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Self {
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use std::mem;
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@ -293,7 +293,7 @@ impl framework::Example for Cube {
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// Done
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let init_command_buf = init_encoder.finish();
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device.get_queue().submit(&[init_command_buf]);
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Cube {
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Example {
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vertex_buf,
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index_buf,
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index_count: index_data.len(),
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@ -337,5 +337,5 @@ impl framework::Example for Cube {
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}
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fn main() {
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framework::run::<Cube>("cube");
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framework::run::<Example>("cube");
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}
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678
gfx-examples/src/shadow.rs
Normal file
678
gfx-examples/src/shadow.rs
Normal file
@ -0,0 +1,678 @@
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use std::ops::Range;
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use std::rc::Rc;
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mod framework;
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#[derive(Clone)]
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struct Vertex {
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pos: [i8; 4],
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normal: [i8; 4],
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}
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fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
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Vertex {
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pos: [pos[0], pos[1], pos[2], 1],
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normal: [nor[0], nor[1], nor[2], 0],
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}
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}
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fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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// top (0, 0, 1)
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vertex([-1, -1, 1], [0, 0, 1]),
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vertex([ 1, -1, 1], [0, 0, 1]),
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vertex([ 1, 1, 1], [0, 0, 1]),
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vertex([-1, 1, 1], [0, 0, 1]),
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// bottom (0, 0, -1)
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vertex([-1, 1, -1], [0, 0, -1]),
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vertex([ 1, 1, -1], [0, 0, -1]),
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vertex([ 1, -1, -1], [0, 0, -1]),
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vertex([-1, -1, -1], [0, 0, -1]),
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// right (1, 0, 0)
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vertex([ 1, -1, -1], [1, 0, 0]),
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vertex([ 1, 1, -1], [1, 0, 0]),
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vertex([ 1, 1, 1], [1, 0, 0]),
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vertex([ 1, -1, 1], [1, 0, 0]),
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// left (-1, 0, 0)
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vertex([-1, -1, 1], [-1, 0, 0]),
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vertex([-1, 1, 1], [-1, 0, 0]),
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vertex([-1, 1, -1], [-1, 0, 0]),
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vertex([-1, -1, -1], [-1, 0, 0]),
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// front (0, 1, 0)
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vertex([ 1, 1, -1], [0, 1, 0]),
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vertex([-1, 1, -1], [0, 1, 0]),
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vertex([-1, 1, 1], [0, 1, 0]),
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vertex([ 1, 1, 1], [0, 1, 0]),
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// back (0, -1, 0)
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vertex([ 1, -1, 1], [0, -1, 0]),
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vertex([-1, -1, 1], [0, -1, 0]),
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vertex([-1, -1, -1], [0, -1, 0]),
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vertex([ 1, -1, -1], [0, -1, 0]),
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];
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let index_data: &[u16] = &[
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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vertex([ size, -size, 0], [0, 0, 1]),
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vertex([ size, size, 0], [0, 0, 1]),
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vertex([-size, -size, 0], [0, 0, 1]),
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vertex([-size, size, 0], [0, 0, 1]),
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];
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let index_data: &[u16] = &[
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0, 1, 2,
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2, 1, 3
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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struct Entity {
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mx_world: cgmath::Matrix4<f32>,
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vertex_buf: Rc<wgpu::Buffer>,
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index_buf: Rc<wgpu::Buffer>,
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index_count: usize,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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}
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struct Light {
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pos: cgmath::Point3<f32>,
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color: wgpu::Color,
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fov: f32,
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depth: Range<f32>,
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target_view: wgpu::TextureView,
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}
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#[repr(C)]
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struct LightRaw {
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pos: [f32; 4],
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color: [f32; 4],
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proj: [[f32; 4]; 4],
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}
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impl Light {
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fn to_raw(&self) -> LightRaw {
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use cgmath::{EuclideanSpace, Deg, Point3, Vector3, Matrix4, PerspectiveFov};
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let mx_view = Matrix4::look_at(
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self.pos,
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Point3::origin(),
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Vector3::unit_z(),
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);
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let projection = PerspectiveFov {
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fovy: Deg(self.fov).into(),
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aspect: 1.0,
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near: self.depth.start,
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far: self.depth.end,
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};
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let mx_view_proj = cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
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LightRaw {
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proj: *mx_view_proj.as_ref(),
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pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
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color: [self.color.r, self.color.g, self.color.b, 1.0],
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}
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}
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}
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#[repr(C)]
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struct ForwardUniforms {
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proj: [[f32; 4]; 4],
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color: [f32; 4],
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num_lights: [u32; 4],
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}
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#[repr(C)]
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struct ShadowUniforms {
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proj: [[f32; 4]; 4],
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}
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struct Pass {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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}
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struct Example {
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entities: Vec<Entity>,
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lights: Vec<Light>,
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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light_uniform_buf: wgpu::Buffer,
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}
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impl Example {
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::D32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 512,
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height: 512,
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depth: 1,
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};
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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 10.0);
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(1.5f32, -5.0, 3.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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cgmath::Vector3::unit_z(),
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);
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mx_projection * mx_view
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}
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}
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impl framework::Example for Example {
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fn init(device: &mut wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Self {
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use std::mem;
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// Create the vertex and index buffers
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let vertex_size = mem::size_of::<Vertex>();
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let (cube_vertex_data, cube_index_data) = create_cube();
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let cube_vertex_buf = Rc::new(device.create_buffer(&wgpu::BufferDescriptor {
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size: (cube_vertex_data.len() * vertex_size) as u32,
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usage: wgpu::BufferUsageFlags::VERTEX | wgpu::BufferUsageFlags::TRANSFER_DST,
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}));
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cube_vertex_buf.set_sub_data(0, framework::cast_slice(&cube_vertex_data));
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let cube_index_buf = Rc::new(device.create_buffer(&wgpu::BufferDescriptor {
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size: (cube_index_data.len() * 2) as u32,
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usage: wgpu::BufferUsageFlags::INDEX | wgpu::BufferUsageFlags::TRANSFER_DST,
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}));
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cube_index_buf.set_sub_data(0, framework::cast_slice(&cube_index_data));
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let (plane_vertex_data, plane_index_data) = create_plane(7);
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let plane_vertex_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: (plane_vertex_data.len() * vertex_size) as u32,
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usage: wgpu::BufferUsageFlags::VERTEX | wgpu::BufferUsageFlags::TRANSFER_DST,
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});
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plane_vertex_buf.set_sub_data(0, framework::cast_slice(&plane_vertex_data));
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let plane_index_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: (plane_index_data.len() * 2) as u32,
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usage: wgpu::BufferUsageFlags::INDEX | wgpu::BufferUsageFlags::TRANSFER_DST,
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});
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plane_index_buf.set_sub_data(0, framework::cast_slice(&plane_index_data));
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: 64,
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usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
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});
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let local_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStageFlags::VERTEX,
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ty: wgpu::BindingType::UniformBuffer,
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},
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],
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});
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let mut entities = vec![{
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use cgmath::SquareMatrix;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &plane_uniform_buf,
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range: 0 .. 64,
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},
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},
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],
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});
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Entity {
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mx_world: cgmath::Matrix4::identity(),
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vertex_buf: Rc::new(plane_vertex_buf),
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index_buf: Rc::new(plane_index_buf),
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index_count: plane_index_data.len(),
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bind_group,
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uniform_buf: plane_uniform_buf,
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}
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}];
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struct CubeDesc {
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offset: cgmath::Vector3<f32>,
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angle: f32,
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scale: f32,
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}
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let cube_descs = [
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CubeDesc {
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offset: cgmath::vec3(-2.0, -2.0, 2.0),
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angle: 10.0,
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scale: 0.7,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, -2.0, 2.0),
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angle: 50.0,
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scale: 1.3,
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},
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CubeDesc {
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offset: cgmath::vec3(-2.0, 2.0, 2.0),
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angle: 140.0,
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scale: 1.1,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, 2.0, 2.0),
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angle: 210.0,
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scale: 0.9,
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},
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];
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for cube in &cube_descs {
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use cgmath::{Deg, Decomposed, Quaternion, Rotation3, InnerSpace};
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let transform = Decomposed {
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disp: cube.offset.clone(),
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rot: Quaternion::from_axis_angle(
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cube.offset.normalize(),
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Deg(cube.angle),
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),
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scale: cube.scale,
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};
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: 64,
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usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
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});
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entities.push(Entity {
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mx_world: cgmath::Matrix4::from(transform),
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vertex_buf: Rc::clone(&cube_vertex_buf),
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index_buf: Rc::clone(&cube_index_buf),
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index_count: cube_index_data.len(),
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bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. 64,
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},
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},
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],
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}),
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uniform_buf,
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});
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}
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// Create other resources
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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r_address_mode: wgpu::AddressMode::ClampToEdge,
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s_address_mode: wgpu::AddressMode::ClampToEdge,
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t_address_mode: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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max_anisotropy: 0,
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compare_function: wgpu::CompareFunction::LessEqual,
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border_color: wgpu::BorderColor::TransparentBlack,
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});
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let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: Self::SHADOW_SIZE,
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array_size: Self::MAX_LIGHTS as u32,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsageFlags::OUTPUT_ATTACHMENT | wgpu::TextureUsageFlags::SAMPLED,
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});
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let shadow_view = shadow_texture.create_default_view();
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let mut shadow_target_views = (0..2)
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.map(|i| Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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format: Self::SHADOW_FORMAT,
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dimension: wgpu::TextureViewDimension::D2,
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aspect: wgpu::TextureAspectFlags::DEPTH,
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base_mip_level: 0,
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level_count: 1,
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base_array_layer: i as u32,
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array_count: 1,
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})))
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.collect::<Vec<_>>();
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let lights = vec![
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Light {
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pos: cgmath::Point3::new(7.0, -5.0, 10.0),
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color: wgpu::Color { r: 0.5, g: 1.0, b: 0.5, a: 1.0 },
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fov: 60.0,
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[0].take().unwrap(),
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},
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Light {
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pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
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color: wgpu::Color { r: 1.0, g: 0.5, b: 0.5, a: 1.0 },
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fov: 45.0,
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[1].take().unwrap(),
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},
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];
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let light_uniform_size = (Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as u32;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: light_uniform_size,
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usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
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});
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as u32,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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attribute_index: 0,
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format: wgpu::VertexFormat::IntR8G8B8A8,
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offset: 0,
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},
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wgpu::VertexAttributeDescriptor {
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attribute_index: 1,
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format: wgpu::VertexFormat::IntR8G8B8A8,
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offset: 4 * 1,
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},
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],
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};
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let shadow_pass = {
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// Create pipeline layout
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStageFlags::VERTEX,
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ty: wgpu::BindingType::UniformBuffer,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[
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&bind_group_layout,
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&local_bind_group_layout,
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],
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});
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let uniform_size = mem::size_of::<ShadowUniforms>() as u32;
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
size: uniform_size,
|
||||
usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
|
||||
});
|
||||
|
||||
// Create bind group
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
range: 0 .. uniform_size,
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_bytes = framework::load_glsl("shadow-base.vert", framework::ShaderStage::Vertex);
|
||||
let fs_bytes = framework::load_glsl("shadow-bake.frag", framework::ShaderStage::Fragment);
|
||||
let vs_module = device.create_shader_module(&vs_bytes);
|
||||
let fs_module = device.create_shader_module(&fs_bytes);
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
layout: &pipeline_layout,
|
||||
vertex_stage: wgpu::PipelineStageDescriptor {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
fragment_stage: wgpu::PipelineStageDescriptor {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
rasterization_state: wgpu::RasterizationStateDescriptor {
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
cull_mode: wgpu::CullMode::Back,
|
||||
depth_bias: 0,
|
||||
depth_bias_slope_scale: 0.0,
|
||||
depth_bias_clamp: wgpu::MAX_DEPTH_BIAS_CLAMP,
|
||||
},
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[],
|
||||
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
||||
format: Self::SHADOW_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
|
||||
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
|
||||
stencil_read_mask: 0,
|
||||
stencil_write_mask: 0,
|
||||
}),
|
||||
index_format: wgpu::IndexFormat::Uint16,
|
||||
vertex_buffers: &[vb_desc.clone()],
|
||||
sample_count: 1,
|
||||
});
|
||||
|
||||
Pass {
|
||||
pipeline,
|
||||
bind_group,
|
||||
uniform_buf,
|
||||
}
|
||||
};
|
||||
|
||||
let forward_pass = {
|
||||
// Create pipeline layout
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
bindings: &[
|
||||
wgpu::BindGroupLayoutBinding {
|
||||
binding: 0, // global
|
||||
visibility: wgpu::ShaderStageFlags::VERTEX | wgpu::ShaderStageFlags::FRAGMENT,
|
||||
ty: wgpu::BindingType::UniformBuffer,
|
||||
},
|
||||
wgpu::BindGroupLayoutBinding {
|
||||
binding: 1, // lights
|
||||
visibility: wgpu::ShaderStageFlags::VERTEX | wgpu::ShaderStageFlags::FRAGMENT,
|
||||
ty: wgpu::BindingType::UniformBuffer,
|
||||
},
|
||||
wgpu::BindGroupLayoutBinding {
|
||||
binding: 2,
|
||||
visibility: wgpu::ShaderStageFlags::FRAGMENT,
|
||||
ty: wgpu::BindingType::SampledTexture,
|
||||
},
|
||||
wgpu::BindGroupLayoutBinding {
|
||||
binding: 3,
|
||||
visibility: wgpu::ShaderStageFlags::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler,
|
||||
},
|
||||
],
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[
|
||||
&bind_group_layout,
|
||||
&local_bind_group_layout,
|
||||
],
|
||||
});
|
||||
|
||||
let uniform_size = mem::size_of::<ForwardUniforms>() as u32;
|
||||
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
size: uniform_size,
|
||||
usage: wgpu::BufferUsageFlags::UNIFORM | wgpu::BufferUsageFlags::TRANSFER_DST,
|
||||
});
|
||||
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
||||
let data = ForwardUniforms {
|
||||
proj: *mx_total.as_ref(),
|
||||
color: [1.0; 4],
|
||||
num_lights: [lights.len() as u32, 0, 0, 0],
|
||||
};
|
||||
uniform_buf.set_sub_data(0, framework::cast_slice(&[data]));
|
||||
|
||||
// Create bind group
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
range: 0 .. uniform_size,
|
||||
},
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &light_uniform_buf,
|
||||
range: 0 .. light_uniform_size,
|
||||
},
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::TextureView(&shadow_view),
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 3,
|
||||
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_bytes = framework::load_glsl("shadow-forward.vert", framework::ShaderStage::Vertex);
|
||||
let fs_bytes = framework::load_glsl("shadow-forward.frag", framework::ShaderStage::Fragment);
|
||||
let vs_module = device.create_shader_module(&vs_bytes);
|
||||
let fs_module = device.create_shader_module(&fs_bytes);
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
layout: &pipeline_layout,
|
||||
vertex_stage: wgpu::PipelineStageDescriptor {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
fragment_stage: wgpu::PipelineStageDescriptor {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
rasterization_state: wgpu::RasterizationStateDescriptor {
|
||||
front_face: wgpu::FrontFace::Cw,
|
||||
cull_mode: wgpu::CullMode::Back,
|
||||
depth_bias: 0,
|
||||
depth_bias_slope_scale: 0.0,
|
||||
depth_bias_clamp: wgpu::MAX_DEPTH_BIAS_CLAMP,
|
||||
},
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[
|
||||
wgpu::ColorStateDescriptor {
|
||||
format: sc_desc.format,
|
||||
color: wgpu::BlendDescriptor::REPLACE,
|
||||
alpha: wgpu::BlendDescriptor::REPLACE,
|
||||
write_mask: wgpu::ColorWriteFlags::ALL,
|
||||
},
|
||||
],
|
||||
depth_stencil_state: None,
|
||||
index_format: wgpu::IndexFormat::Uint16,
|
||||
vertex_buffers: &[vb_desc],
|
||||
sample_count: 1,
|
||||
});
|
||||
|
||||
Pass {
|
||||
pipeline,
|
||||
bind_group,
|
||||
uniform_buf,
|
||||
}
|
||||
};
|
||||
|
||||
Example {
|
||||
entities,
|
||||
lights,
|
||||
lights_are_dirty: true,
|
||||
shadow_pass,
|
||||
forward_pass,
|
||||
light_uniform_buf,
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, event: wgpu::winit::WindowEvent) {
|
||||
if let wgpu::winit::WindowEvent::Resized(size) = event {
|
||||
let mx_total = Self::generate_matrix(size.width as f32 / size.height as f32);
|
||||
let mx_ref: &[f32; 16] = mx_total.as_ref();
|
||||
self.forward_pass.uniform_buf.set_sub_data(0, framework::cast_slice(&mx_ref[..]));
|
||||
}
|
||||
}
|
||||
|
||||
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
|
||||
for entity in &self.entities {
|
||||
let raw: &[f32; 16] = entity.mx_world.as_ref();
|
||||
entity.uniform_buf.set_sub_data(0, framework::cast_slice(&raw[..]));
|
||||
}
|
||||
if self.lights_are_dirty {
|
||||
self.lights_are_dirty = false;
|
||||
let raw = self.lights
|
||||
.iter()
|
||||
.map(|light| light.to_raw())
|
||||
.collect::<Vec<_>>();
|
||||
self.light_uniform_buf.set_sub_data(0, framework::cast_slice(&raw));
|
||||
}
|
||||
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
|
||||
for (_i, light) in self.lights.iter().enumerate() {
|
||||
//TODO: update light uniforms
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &light.target_view,
|
||||
depth_load_op: wgpu::LoadOp::Clear,
|
||||
depth_store_op: wgpu::StoreOp::Store,
|
||||
stencil_load_op: wgpu::LoadOp::Clear,
|
||||
stencil_store_op: wgpu::StoreOp::Store,
|
||||
clear_depth: 1.0,
|
||||
clear_stencil: 0,
|
||||
}),
|
||||
});
|
||||
pass.set_pipeline(&self.shadow_pass.pipeline);
|
||||
pass.set_bind_group(0, &self.shadow_pass.bind_group);
|
||||
|
||||
for entity in &self.entities {
|
||||
pass.set_bind_group(1, &entity.bind_group);
|
||||
pass.set_index_buffer(&entity.index_buf, 0);
|
||||
pass.set_vertex_buffers(&[(&entity.vertex_buf, 0)]);
|
||||
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
// forward pass
|
||||
{
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.view,
|
||||
load_op: wgpu::LoadOp::Clear,
|
||||
store_op: wgpu::StoreOp::Store,
|
||||
clear_color: wgpu::Color { r: 0.1, g: 0.2, b: 0.3, a: 1.0 },
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
pass.set_pipeline(&self.shadow_pass.pipeline);
|
||||
pass.set_bind_group(0, &self.shadow_pass.bind_group);
|
||||
|
||||
for entity in &self.entities {
|
||||
pass.set_bind_group(1, &entity.bind_group);
|
||||
pass.set_index_buffer(&entity.index_buf, 0);
|
||||
pass.set_vertex_buffers(&[(&entity.vertex_buf, 0)]);
|
||||
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
device
|
||||
.get_queue()
|
||||
.submit(&[encoder.finish()]);
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
framework::run::<Example>("shadow");
|
||||
}
|
@ -291,6 +291,7 @@ pub fn map_texture_format(texture_format: resource::TextureFormat) -> hal::forma
|
||||
R8g8b8a8Unorm => H::Rgba8Unorm,
|
||||
R8g8b8a8Uint => H::Rgba8Uint,
|
||||
B8g8r8a8Unorm => H::Bgra8Unorm,
|
||||
D32Float => H::D32Float,
|
||||
D32FloatS8Uint => H::D32FloatS8Uint,
|
||||
}
|
||||
}
|
||||
@ -303,6 +304,7 @@ pub fn map_vertex_format(vertex_format: pipeline::VertexFormat) -> hal::format::
|
||||
FloatR32G32B32 => H::Rgb32Float,
|
||||
FloatR32G32 => H::Rg32Float,
|
||||
FloatR32 => H::R32Float,
|
||||
IntR8G8B8A8 => H::Rgba8Int,
|
||||
}
|
||||
}
|
||||
|
||||
@ -313,21 +315,25 @@ fn checked_u32_as_u16(value: u32) -> u16 {
|
||||
|
||||
pub fn map_texture_dimension_size(
|
||||
dimension: resource::TextureDimension,
|
||||
Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth,
|
||||
}: Extent3d,
|
||||
Extent3d { width, height, depth }: Extent3d,
|
||||
array_size: u32,
|
||||
) -> hal::image::Kind {
|
||||
use hal::image::Kind as H;
|
||||
use crate::resource::TextureDimension::*;
|
||||
match dimension {
|
||||
D1 => {
|
||||
assert_eq!(height, 1);
|
||||
H::D1(width, checked_u32_as_u16(depth))
|
||||
assert_eq!(depth, 1);
|
||||
H::D1(width, checked_u32_as_u16(array_size))
|
||||
}
|
||||
D2 => {
|
||||
assert_eq!(depth, 1);
|
||||
H::D2(width, height, checked_u32_as_u16(array_size), 1) // TODO: Samples
|
||||
}
|
||||
D3 => {
|
||||
assert_eq!(array_size, 1);
|
||||
H::D3(width, height, depth)
|
||||
}
|
||||
D2 => H::D2(width, height, checked_u32_as_u16(depth), 1), // TODO: Samples
|
||||
D3 => H::D3(width, height, depth),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -385,7 +385,7 @@ pub fn device_create_texture(
|
||||
device_id: DeviceId,
|
||||
desc: &resource::TextureDescriptor,
|
||||
) -> resource::Texture<back::Backend> {
|
||||
let kind = conv::map_texture_dimension_size(desc.dimension, desc.size);
|
||||
let kind = conv::map_texture_dimension_size(desc.dimension, desc.size, desc.array_size);
|
||||
let format = conv::map_texture_format(desc.format);
|
||||
let aspects = format.surface_desc().aspects;
|
||||
let usage = conv::map_texture_usage(desc.usage, aspects);
|
||||
|
@ -129,6 +129,7 @@ pub enum VertexFormat {
|
||||
FloatR32G32B32 = 1,
|
||||
FloatR32G32 = 2,
|
||||
FloatR32 = 3,
|
||||
IntR8G8B8A8 = 4,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
|
@ -61,7 +61,8 @@ pub enum TextureFormat {
|
||||
R8g8b8a8Unorm = 0,
|
||||
R8g8b8a8Uint = 1,
|
||||
B8g8r8a8Unorm = 2,
|
||||
D32FloatS8Uint = 3,
|
||||
D32Float = 3,
|
||||
D32FloatS8Uint = 4,
|
||||
}
|
||||
|
||||
bitflags! {
|
||||
|
@ -16,12 +16,13 @@ pub use wgn::{
|
||||
BufferDescriptor, BufferUsageFlags,
|
||||
IndexFormat, InputStepMode, ShaderAttributeIndex, VertexAttributeDescriptor, VertexFormat,
|
||||
Color, CommandEncoderDescriptor,
|
||||
ColorStateDescriptor, DepthStencilStateDescriptor,
|
||||
ColorStateDescriptor, DepthStencilStateDescriptor, StencilStateFaceDescriptor, StencilOperation,
|
||||
DeviceDescriptor, Extensions, Extent3d, LoadOp, Origin3d, PowerPreference, PrimitiveTopology,
|
||||
RenderPassColorAttachmentDescriptor, RenderPassDepthStencilAttachmentDescriptor,
|
||||
ShaderModuleDescriptor, ShaderStageFlags, StoreOp, SwapChainDescriptor,
|
||||
SamplerDescriptor, AddressMode, FilterMode, BorderColor, CompareFunction,
|
||||
TextureDescriptor, TextureDimension, TextureFormat, TextureUsageFlags, TextureViewDescriptor,
|
||||
TextureDescriptor, TextureDimension, TextureFormat, TextureUsageFlags,
|
||||
TextureViewDescriptor, TextureViewDimension, TextureAspectFlags,
|
||||
};
|
||||
|
||||
|
||||
@ -151,6 +152,7 @@ pub struct PipelineStageDescriptor<'a> {
|
||||
pub entry_point: &'a str,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct VertexBufferDescriptor<'a> {
|
||||
pub stride: u32,
|
||||
pub step_mode: InputStepMode,
|
||||
|
Loading…
Reference in New Issue
Block a user