bevy/src/render/passes/forward_shadow/mod.rs
2020-02-10 19:26:04 -08:00

195 lines
7.8 KiB
Rust

use crate::{
asset::*,
render::{passes::shadow, *},
};
use legion::prelude::*;
use wgpu::SwapChainOutput;
pub struct ForwardShadowPassNew {
pub pipeline: Option<wgpu::RenderPipeline>,
pub bind_group: Option<wgpu::BindGroup>,
pub depth_format: wgpu::TextureFormat,
}
impl ForwardShadowPassNew {
pub fn new() -> Self {
ForwardShadowPassNew {
pipeline: None,
bind_group: None,
depth_format: wgpu::TextureFormat::Depth32Float,
}
}
}
impl Pipeline for ForwardShadowPassNew {
fn initialize(&mut self, render_graph: &mut RenderGraphData, _world: &mut World) {
let vs_bytes = shader::glsl_to_spirv(
include_str!("forward_shadow.vert"),
shader::ShaderStage::Vertex,
None,
);
let fs_bytes = shader::glsl_to_spirv(
include_str!("forward_shadow.frag"),
shader::ShaderStage::Fragment,
None,
);
let bind_group_layout =
render_graph
.device
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2Array,
},
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
self.bind_group = Some({
let forward_uniform_buffer = render_graph
.get_uniform_buffer(render_resources::FORWARD_UNIFORM_BUFFER_NAME)
.unwrap();
let light_uniform_buffer = render_graph
.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME)
.unwrap();
let shadow_sampler = render_graph
.get_sampler(shadow::SHADOW_SAMPLER_NAME)
.unwrap();
let shadow_texture = render_graph
.get_texture(shadow::SHADOW_TEXTURE_NAME)
.unwrap();
// Create bind group
render_graph
.device
.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: forward_uniform_buffer.get_binding_resource(),
},
wgpu::Binding {
binding: 1,
resource: light_uniform_buffer.get_binding_resource(),
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(shadow_texture),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(shadow_sampler),
},
],
})
});
let material_bind_group_layout = render_graph
.get_bind_group_layout(render_resources::MATERIAL_BIND_GROUP_LAYOUT_NAME)
.unwrap();
let pipeline_layout =
render_graph
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, material_bind_group_layout],
});
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);
let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
self.pipeline = Some(render_graph.device.create_render_pipeline(
&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: render_graph.swap_chain_descriptor.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: self.depth_format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
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: &[vertex_buffer_descriptor],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
},
));
}
fn render(
&mut self,
render_graph: &RenderGraphData,
pass: &mut wgpu::RenderPass,
_swap_chain_output: &SwapChainOutput,
world: &mut World,
) {
let mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
for (material, mesh) in mesh_query.iter(world) {
if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
mesh_asset.setup_buffers(&render_graph.device);
pass.set_bind_group(1, material.bind_group.as_ref().unwrap(), &[]);
pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
};
}
}
fn resize(&mut self, _render_graph: &RenderGraphData) {}
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
self.pipeline.as_ref().unwrap()
}
}