Added light point
This commit is contained in:
parent
c2ed1c2879
commit
ce1773894f
233
src/lib.rs
233
src/lib.rs
@ -25,6 +25,17 @@ pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct LightUniform {
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position: [f32; 3],
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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_padding: u32,
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color: [f32; 3],
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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_padding2: u32,
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}
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#[derive(Debug)]
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struct Camera {
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eye: cgmath::Point3<f32>,
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@ -238,6 +249,72 @@ struct State<'a> {
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instance_buffer: wgpu::Buffer,
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depth_texture: texture::Texture,
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window: &'a Window,
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light_uniform: LightUniform,
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light_buffer: wgpu::Buffer,
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light_bind_group_layout: wgpu::BindGroupLayout,
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light_bind_group: wgpu::BindGroup,
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light_render_pipeline: wgpu::RenderPipeline,
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}
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fn create_render_pipeline(
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device: &wgpu::Device,
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layout: &wgpu::PipelineLayout,
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color_format: wgpu::TextureFormat,
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depth_format: Option<wgpu::TextureFormat>,
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vertex_layouts: &[wgpu::VertexBufferLayout],
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shader: wgpu::ShaderModuleDescriptor,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(shader);
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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cache: None,
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layout: Some(layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: vertex_layouts,
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: color_format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
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format,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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})
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}
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impl<'a> State<'a> {
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@ -412,66 +489,90 @@ impl<'a> State<'a> {
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let depth_texture =
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texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let light_uniform = LightUniform {
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position: [2.0, 2.0, 2.0],
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_padding: 0,
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color: [1.0, 1.0, 1.0],
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_padding2: 0,
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};
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// We'll want to update our lights position, so we use COPY_DST
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let light_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Light VB"),
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contents: bytemuck::cast_slice(&[light_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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}
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);
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let light_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: None,
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});
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let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: light_buffer.as_entire_binding(),
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}],
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label: None,
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});
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let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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&light_bind_group_layout,
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],
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[model::ModelVertex::desc(), InstanceRaw::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
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// or Features::POLYGON_MODE_POINT
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: texture::Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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// If the pipeline will be used with a multiview render pass, this
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// indicates how many array layers the attachments will have.
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multiview: None,
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// Useful for optimizing shader compilation on Android
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cache: None,
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let render_pipeline = {
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Normal Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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};
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create_render_pipeline(
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&device,
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&render_pipeline_layout,
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config.format,
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Some(texture::Texture::DEPTH_FORMAT),
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&[model::ModelVertex::desc(), InstanceRaw::desc()],
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shader,
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)
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};
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let light_render_pipeline = {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Light Pipeline Layout"),
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bind_group_layouts: &[&camera_bind_group_layout, &light_bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Light Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
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};
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create_render_pipeline(
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&device,
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&layout,
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config.format,
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Some(texture::Texture::DEPTH_FORMAT),
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&[model::ModelVertex::desc()],
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shader,
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)
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};
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Self {
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surface,
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@ -490,6 +591,11 @@ impl<'a> State<'a> {
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instance_buffer,
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depth_texture,
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window,
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light_uniform,
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light_buffer,
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light_bind_group_layout,
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light_bind_group,
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light_render_pipeline,
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}
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}
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@ -522,6 +628,13 @@ impl<'a> State<'a> {
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
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self.light_uniform.position =
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(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
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* old_position)
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.into();
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self.queue.write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light_uniform]));
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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@ -565,11 +678,21 @@ impl<'a> State<'a> {
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});
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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use crate::model::DrawLight;
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render_pass.set_pipeline(&self.light_render_pipeline);
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render_pass.draw_light_model(
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&self.obj_model,
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&self.camera_bind_group,
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&self.light_bind_group,
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);
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.draw_model_instanced(
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&self.obj_model,
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0..self.instances.len() as u32,
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&self.camera_bind_group,
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&self.light_bind_group,
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);
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}
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42
src/light.wgsl
Normal file
42
src/light.wgsl
Normal file
@ -0,0 +1,42 @@
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// light.wgsl
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// Vertex shader
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struct Camera {
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view_proj: mat4x4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> camera: Camera;
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struct Light {
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position: vec3<f32>,
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color: vec3<f32>,
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}
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@group(1) @binding(0)
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var<uniform> light: Light;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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let scale = 0.25;
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var out: VertexOutput;
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out.clip_position = camera.view_proj * vec4<f32>(model.position * scale + light.position, 1.0);
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out.color = light.color;
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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109
src/model.rs
109
src/model.rs
@ -63,13 +63,14 @@ pub struct Model {
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pub materials: Vec<Material>,
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}
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// model.rs
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pub trait DrawModel<'a> {
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#[allow(unused)]
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fn draw_mesh(
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&mut self,
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mesh: &'a Mesh,
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material: &'a Material,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_mesh_instanced(
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&mut self,
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@ -77,15 +78,21 @@ pub trait DrawModel<'a> {
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material: &'a Material,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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#[allow(unused)]
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fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
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fn draw_model(
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&mut self,
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model: &'a Model,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_model_instanced(
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&mut self,
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model: &'a Model,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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}
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@ -98,8 +105,9 @@ where
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mesh: &'b Mesh,
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material: &'b Material,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group);
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self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group, light_bind_group);
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}
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fn draw_mesh_instanced(
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@ -108,16 +116,23 @@ where
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material: &'b Material,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.set_bind_group(0, &material.bind_group, &[]);
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self.set_bind_group(1, camera_bind_group, &[]);
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self.set_bind_group(2, light_bind_group, &[]);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) {
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self.draw_model_instanced(model, 0..1, camera_bind_group);
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fn draw_model(
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&mut self,
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model: &'b Model,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
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}
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fn draw_model_instanced(
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@ -125,10 +140,90 @@ where
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model: &'b Model,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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for mesh in &model.meshes {
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let material = &model.materials[mesh.material];
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self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
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self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group, light_bind_group);
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}
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}
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}
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// model.rs
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pub trait DrawLight<'a> {
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fn draw_light_mesh(
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&mut self,
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mesh: &'a Mesh,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_light_mesh_instanced(
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&mut self,
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mesh: &'a Mesh,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_light_model(
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&mut self,
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model: &'a Model,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_light_model_instanced(
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&mut self,
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model: &'a Model,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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}
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impl<'a, 'b> DrawLight<'b> for wgpu::RenderPass<'a>
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where
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'b: 'a,
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{
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fn draw_light_mesh(
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&mut self,
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mesh: &'b Mesh,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_light_mesh_instanced(mesh, 0..1, camera_bind_group, light_bind_group);
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}
|
||||
|
||||
fn draw_light_mesh_instanced(
|
||||
&mut self,
|
||||
mesh: &'b Mesh,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
self.set_bind_group(0, camera_bind_group, &[]);
|
||||
self.set_bind_group(1, light_bind_group, &[]);
|
||||
self.draw_indexed(0..mesh.num_elements, 0, instances);
|
||||
}
|
||||
|
||||
fn draw_light_model(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
self.draw_light_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
|
||||
}
|
||||
fn draw_light_model_instanced(
|
||||
&mut self,
|
||||
model: &'b Model,
|
||||
instances: Range<u32>,
|
||||
camera_bind_group: &'b wgpu::BindGroup,
|
||||
light_bind_group: &'b wgpu::BindGroup,
|
||||
) {
|
||||
for mesh in &model.meshes {
|
||||
self.draw_light_mesh_instanced(mesh, instances.clone(), camera_bind_group, light_bind_group);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user