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