206 lines
8.5 KiB
Rust
206 lines
8.5 KiB
Rust
use crate::{render::*, asset::*, LocalToWorld, Translation};
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use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainOutput, SwapChainDescriptor};
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use legion::prelude::*;
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use std::mem;
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pub struct ShadowPass {
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pub pipeline: wgpu::RenderPipeline,
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pub bind_group: wgpu::BindGroup,
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pub uniform_buf: wgpu::Buffer,
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pub shadow_texture: wgpu::Texture,
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pub shadow_view: wgpu::TextureView,
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pub shadow_sampler: wgpu::Sampler,
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pub lights_are_dirty: bool,
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}
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#[repr(C)]
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pub struct ShadowUniforms {
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pub proj: [[f32; 4]; 4],
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}
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impl Pass for ShadowPass {
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fn render(&mut self, device: &Device, _: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources) {
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let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
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let mut mesh_query =
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<(Read<Material>, Read<Handle<Mesh>>)>::query()
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.filter(!component::<Instanced>());
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for (i, (mut light, _)) in <(Write<Light>, Read<LocalToWorld>)>::query().iter(world).enumerate() {
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if let None = light.target_view {
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light.target_view = Some(self.shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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format: ShadowPass::SHADOW_FORMAT,
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dimension: wgpu::TextureViewDimension::D2,
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aspect: wgpu::TextureAspect::All,
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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_layer_count: 1,
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}));
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}
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}
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for (i, (light, _, _)) in light_query.iter_immutable(world).enumerate() {
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// The light uniform buffer already has the projection,
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// let's just copy it over to the shadow uniform buffer.
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encoder.copy_buffer_to_buffer(
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&render_resources.light_uniform_buffer.buffer,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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&self.uniform_buf,
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0,
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64,
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);
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: light.target_view.as_ref().unwrap(),
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depth_load_op: wgpu::LoadOp::Clear,
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depth_store_op: wgpu::StoreOp::Store,
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stencil_load_op: wgpu::LoadOp::Clear,
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stencil_store_op: wgpu::StoreOp::Store,
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clear_depth: 1.0,
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clear_stencil: 0,
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}),
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});
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bind_group, &[]);
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
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for (entity, mesh) in mesh_query.iter_immutable(world) {
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if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
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mesh_asset.setup_buffers(device);
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pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
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pass.set_index_buffer(&mesh_asset.index_buffer.as_ref().unwrap(), 0);
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pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
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pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1);
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};
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}
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}
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}
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fn resize(&mut self, _: &Device, _: &SwapChainDescriptor) { }
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fn get_camera_uniform_buffer(&self) -> Option<&Buffer> { None }
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}
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impl ShadowPass {
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pub const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub 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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pub fn new(device: &Device, _: &World, render_resources: &RenderResources, vertex_buffer_descriptor: VertexBufferDescriptor) -> ShadowPass {
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// Create pipeline layout
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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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: &[&bind_group_layout, &render_resources.local_bind_group_layout],
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});
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[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 .. uniform_size,
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},
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}],
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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_layer_count: render_resources.max_lights as u32,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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});
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let shadow_view = shadow_texture.create_default_view();
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// Create other resources
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: 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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compare_function: wgpu::CompareFunction::LessEqual,
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});
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// Create the render pipeline
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let vs_bytes =
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shader::load_glsl(include_str!("shadow.vert"), shader::ShaderStage::Vertex);
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let fs_bytes =
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shader::load_glsl(include_str!("shadow.frag"), shader::ShaderStage::Fragment);
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let vs_module = device.create_shader_module(&vs_bytes);
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let fs_module = device.create_shader_module(&fs_bytes);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[vertex_buffer_descriptor],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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ShadowPass {
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pipeline,
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bind_group,
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uniform_buf,
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shadow_texture,
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shadow_view,
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shadow_sampler,
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lights_are_dirty: true,
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}
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}
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}
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