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cb64d94c09
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786fff5a6d
| Author | SHA1 | Date | |
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786fff5a6d | ||
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acb7c13a5f |
@ -1,5 +1,5 @@
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use cgmath::{Rotation3, Vector3};
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use solar_engine::{Application, Body, InputEvent, Key, Light, MouseButton, RenderInstance, Shape, Simulator};
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use solar_engine::{Application, Body, GpuMaterial, InputEvent, Key, Light, MouseButton, RenderInstance, Shape, Simulator, SubInstance};
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use std::sync::{Arc, RwLock};
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use std::thread;
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@ -66,30 +66,58 @@ pub async fn run() {
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state.light_manager.add_light(Light::new_point(
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sun_pos.cast::<f32>().unwrap(),
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Vector3::from([1.0, 1.0, 0.8]),
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5.0,
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1.0,
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1.0 / 1000.0,
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));
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let sun_material = GpuMaterial::new(
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[1.0, 1.0, 0.0, 1.0],
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[1.0, 1.0, 0.01],
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5.0,
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);
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let earth_material = GpuMaterial::new(
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[0.0, 0.0, 1.0, 1.0],
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[0.0, 0.0, 0.0],
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1.0
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);
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let default_material = GpuMaterial::new(
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[0.5, 0.5, 0.5, 1.0],
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[0.0, 0.0, 0.0],
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1.0
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);
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state.set_materials(vec![
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sun_material,
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earth_material,
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default_material,
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]);
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let instances = bodies
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.iter()
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.enumerate()
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.map(|(i, b)| {
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let material_id = match i {
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0 => 0,
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1 => 1,
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_ => 2,
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};
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RenderInstance {
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position: ((b.position / 1.496e11) - sun_pos).cast::<f32>().unwrap(),
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rotation: cgmath::Quaternion::from_angle_z(cgmath::Deg(0.0)),
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color: match i {
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0 => [1.0, 1.0, 0.0], // Sun
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1 => [0.0, 0.0, 1.0], // Earth
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_ => [0.5, 0.5, 0.5],
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},
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scale: 0.05,
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shape: Shape::Sphere,
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always_lit: i == 0, // Sun
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is_transparent: false,
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submeshes: vec![
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SubInstance {
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shape: Shape::Sphere,
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material_id,
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}
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],
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}
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})
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.collect();
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state.set_instances(instances);
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})
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.on_input({
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@ -5,10 +5,10 @@ use winit::window::{Window, WindowId};
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use crate::input::{InputEvent, InputTracker};
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pub struct StateApplication<'a> {
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state: Option<crate::state::State<'a>>,
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state: Option<crate::engine_state::EngineState<'a>>,
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modifiers: Modifiers,
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update_fn: Option<Box<dyn FnMut(&mut crate::state::State<'a>) + 'a>>,
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input_fn: Option<Box<dyn FnMut(&mut crate::state::State<'a>, &InputEvent) + 'a>>,
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update_fn: Option<Box<dyn FnMut(&mut crate::engine_state::EngineState<'a>) + 'a>>,
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input_fn: Option<Box<dyn FnMut(&mut crate::engine_state::EngineState<'a>, &InputEvent) + 'a>>,
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input_tracker: InputTracker
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}
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@ -17,12 +17,12 @@ impl<'a> StateApplication<'a> {
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Self { state: None, update_fn: None, input_fn: None, modifiers: Modifiers::default(), input_tracker: InputTracker::default() }
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}
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pub fn on_update<F: FnMut(&mut crate::state::State<'a>) + 'a>(mut self, func: F) -> Self {
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pub fn on_update<F: FnMut(&mut crate::engine_state::EngineState<'a>) + 'a>(mut self, func: F) -> Self {
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self.update_fn = Some(Box::new(func));
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self
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}
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pub fn on_input<F: FnMut(&mut crate::state::State<'a>, &InputEvent) + 'a>(mut self, func: F) -> Self {
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pub fn on_input<F: FnMut(&mut crate::engine_state::EngineState<'a>, &InputEvent) + 'a>(mut self, func: F) -> Self {
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self.input_fn = Some(Box::new(func));
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self
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}
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@ -38,7 +38,7 @@ impl<'a> ApplicationHandler for StateApplication<'a> {
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let window = event_loop
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.create_window(Window::default_attributes().with_title("Solar Engine"))
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.unwrap();
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self.state = Some(crate::state::State::new(window));
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self.state = Some(crate::engine_state::EngineState::new(window));
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}
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fn window_event(
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@ -58,8 +58,11 @@ impl<'a> ApplicationHandler for StateApplication<'a> {
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self.state.as_mut().unwrap().resize(physical_size);
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}
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WindowEvent::RedrawRequested => {
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if let (Some(state), Some(update_fn)) = (self.state.as_mut(), self.update_fn.as_mut()) {
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update_fn(state);
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if let Some(state) = self.state.as_mut() {
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state.update();
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if let Some(update_fn) = self.update_fn.as_mut() {
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update_fn(state);
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}
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}
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self.state.as_mut().unwrap().render().unwrap();
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@ -6,13 +6,14 @@ use winit::dpi::PhysicalSize;
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use winit::window::{Window};
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use crate::camera::Camera;
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use crate::geometry_manager::GeometryManager;
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use crate::globals::GlobalsManager;
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use crate::instance_manager::InstanceManager;
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use crate::light::{LightManager};
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use crate::material::{GpuMaterial, MaterialManager};
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use crate::renderer::{RenderInstance, Renderer};
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use crate::globals_manager::GlobalsManager;
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use crate::instance_manager::{InstanceManager, RenderInstance};
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use crate::light_manager::{LightManager};
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use crate::material_manager::{GpuMaterial, MaterialManager};
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use crate::render_manager::{RenderManager};
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pub struct SampleCount(pub u32);
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type RenderResult = Result<(), SurfaceError>;
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impl SampleCount {
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pub fn get(&self) -> u32 {
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@ -20,7 +21,7 @@ impl SampleCount {
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}
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}
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pub struct State<'a> {
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pub struct EngineState<'a> {
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surface: Surface<'a>,
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device: Device,
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queue: Queue,
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@ -31,15 +32,15 @@ pub struct State<'a> {
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window: Arc<Window>,
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pub camera: Camera,
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pub globals: GlobalsManager,
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pub globals_manager: GlobalsManager,
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pub geometry_manager: GeometryManager,
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pub instance_manager: InstanceManager,
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pub light_manager: LightManager,
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pub material_manager: MaterialManager,
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pub renderer: Renderer,
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pub render_manager: RenderManager,
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}
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impl<'a> State<'a> {
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impl<'a> EngineState<'a> {
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pub(crate) fn new(window: Window) -> Self {
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let window = Arc::new(window);
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let size = window.inner_size();
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@ -61,27 +62,17 @@ impl<'a> State<'a> {
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let camera = Camera::new(config.width as f32 / config.height as f32);
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let globals = GlobalsManager::new(&device, config.width, config.height, &camera);
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let globals_manager = GlobalsManager::new(&device, config.width, config.height, &camera);
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let geometry_manager = GeometryManager::new(&device);
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let instance_manager = InstanceManager::new(&device);
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let mut light_manager = LightManager::new(&device, 100);
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let initial_materials = vec![
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GpuMaterial {
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albedo: [1.0, 1.0, 1.0],
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emissive: [0.0, 0.0, 0.0],
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metallic: 0.0,
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roughness: 0.5,
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};
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8
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];
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let mut material_manager = MaterialManager::new(&device);
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let mut material_manager = MaterialManager::new(&device, initial_materials);
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let renderer = Renderer::new(
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let render_manager = RenderManager::new(
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&device,
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&config,
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globals.layout(),
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&globals_manager,
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&mut light_manager,
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&material_manager,
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&camera,
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@ -97,12 +88,12 @@ impl<'a> State<'a> {
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size,
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window,
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camera,
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globals,
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globals_manager,
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geometry_manager,
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instance_manager,
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light_manager,
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material_manager,
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renderer,
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render_manager,
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}
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}
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@ -189,22 +180,24 @@ impl<'a> State<'a> {
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self.surface.configure(&self.device, &self.config);
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self.camera.set_aspect(new_size.width as f32 / new_size.height as f32);
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self.globals.resize(new_size.width, new_size.height);
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self.renderer.resize(&self.device, new_size.width, new_size.height);
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self.globals_manager.resize(&self.queue, new_size.width, new_size.height, &self.camera);
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self.render_manager.resize(&self.device, new_size.width, new_size.height);
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}
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}
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pub fn render(&mut self) -> Result<(), SurfaceError> {
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pub fn update(&mut self) {}
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pub fn render(&mut self) -> RenderResult {
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&Default::default());
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self.renderer.render_frame(
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self.render_manager.render_frame(
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&self.device,
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&self.queue,
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output,
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&view,
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self.config.format,
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&mut self.globals,
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&mut self.globals_manager,
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&self.camera,
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&mut self.light_manager,
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&self.geometry_manager,
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@ -213,6 +206,10 @@ impl<'a> State<'a> {
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)
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}
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pub fn set_materials(&mut self, materials: Vec<GpuMaterial>) {
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self.material_manager.set_materials(&self.device, materials);
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}
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pub fn set_instances(&mut self, instances: Vec<RenderInstance>) {
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self.instance_manager.set_instances(&self.device, &self.queue, instances);
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}
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@ -1,7 +1,7 @@
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use std::collections::HashMap;
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use wgpu::{Device, Buffer};
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use wgpu::util::DeviceExt;
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use crate::renderer::Vertex;
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use crate::render_manager::Vertex;
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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pub enum Shape {
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@ -24,21 +24,19 @@ impl GeometryManager {
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let mut geometries = HashMap::new();
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// Circle
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let (circle_vertices, circle_indices) = create_circle_vertices(512, 0.5, [0.5, 0.5, 0.5]);
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let (circle_vertices, circle_indices) = generate_circle_mesh(512, 0.5);
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geometries.insert(
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Shape::Circle,
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Self::create_geometry(device, &circle_vertices, &circle_indices),
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);
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// Sphere
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let (sphere_vertices, sphere_indices) = create_sphere_vertices(32, 32, 0.5, [0.5, 0.5, 0.5]);
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let (sphere_vertices, sphere_indices) = generate_sphere_mesh(32, 32, 0.5);
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geometries.insert(
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Shape::Sphere,
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Self::create_geometry(device, &sphere_vertices, &sphere_indices),
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);
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// Füge hier beliebige weitere Shapes hinzu
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Self { geometries }
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}
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@ -71,10 +69,10 @@ impl GeometryManager {
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}
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}
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pub fn create_circle_vertices(segment_count: usize, radius: f32, color: [f32; 3]) -> (Vec<Vertex>, Vec<u16>) {
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pub fn generate_circle_mesh(segment_count: usize, radius: f32) -> (Vec<Vertex>, Vec<u16>) {
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let mut vertices = vec![Vertex {
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position: [0.0, 0.0, 0.0],
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color,
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color: [1.0, 1.0, 1.0],
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normal: [0.0, 0.0, 1.0],
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}];
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let mut indices = vec![];
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@ -85,7 +83,7 @@ pub fn create_circle_vertices(segment_count: usize, radius: f32, color: [f32; 3]
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let y = radius * theta.sin();
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vertices.push(Vertex {
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position: [x, y, 0.0],
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color,
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color: [1.0, 1.0, 1.0],
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normal: [0.0, 0.0, 1.0],
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});
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}
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@ -99,7 +97,7 @@ pub fn create_circle_vertices(segment_count: usize, radius: f32, color: [f32; 3]
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(vertices, indices)
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}
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pub fn create_sphere_vertices(stacks: usize, slices: usize, radius: f32, color: [f32; 3]) -> (Vec<Vertex>, Vec<u16>) {
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pub fn generate_sphere_mesh(stacks: usize, slices: usize, radius: f32) -> (Vec<Vertex>, Vec<u16>) {
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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@ -113,12 +111,10 @@ pub fn create_sphere_vertices(stacks: usize, slices: usize, radius: f32, color:
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let x = r * theta.cos();
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let z = r * theta.sin();
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let normal = [x, y, z];
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vertices.push(Vertex {
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position: [x * radius, y * radius, z * radius],
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color,
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normal,
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color: [1.0, 1.0, 1.0],
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normal: [x, y, z],
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});
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}
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}
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@ -8,25 +8,25 @@ use wgpu::util::DeviceExt;
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pub struct GlobalsUniform {
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pub view_proj: [[f32; 4]; 4],
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pub resolution: [f32; 2],
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_padding: [f32; 2],
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_pad: [u32; 2],
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}
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pub struct GlobalsManager {
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buffer: Buffer,
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pub(crate) bind_group: BindGroup,
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layout: BindGroupLayout,
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resolution: [f32; 2],
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pub buffer: Buffer,
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pub bind_group: BindGroup,
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pub layout: BindGroupLayout,
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pub resolution: [f32; 2],
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}
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impl GlobalsManager {
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pub fn new(device: &Device, width: u32, height: u32, camera: &Camera) -> Self {
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let resolution = [width as f32, height as f32];
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let view_proj = camera.build_view_projection_matrix();
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let view_proj = camera.build_view_projection_matrix();
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let data = GlobalsUniform {
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view_proj: view_proj.into(),
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resolution,
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_padding: [0.0; 2],
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_pad: [0; 2],
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};
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let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@ -66,29 +66,18 @@ impl GlobalsManager {
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}
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}
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pub fn update(&mut self, queue: &Queue, camera: &Camera) {
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pub fn update(&self, queue: &Queue, camera: &Camera) {
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let view_proj = camera.build_view_projection_matrix();
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let data = GlobalsUniform {
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view_proj: view_proj.into(),
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resolution: self.resolution,
|
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_padding: [0.0; 2],
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_pad: [0; 2],
|
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};
|
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queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[data]));
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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pub fn resize(&mut self, queue: &Queue, width: u32, height: u32, camera: &Camera) {
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self.resolution = [width as f32, height as f32];
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}
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pub fn layout(&self) -> &BindGroupLayout {
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&self.layout
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}
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|
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pub fn bind_group(&self) -> &BindGroup {
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&self.bind_group
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}
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|
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pub fn resolution(&self) -> [f32; 2] {
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self.resolution
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self.update(queue, camera);
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}
|
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}
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@ -1,12 +1,63 @@
|
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use std::collections::HashMap;
|
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use std::mem::size_of;
|
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use wgpu::{Buffer, Device, Queue};
|
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use wgpu::util::DeviceExt;
|
||||
use std::mem::size_of;
|
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use crate::geometry_manager::Shape;
|
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use crate::renderer::{InstanceRaw, RenderInstance};
|
||||
|
||||
pub struct SubInstance {
|
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pub shape: Shape,
|
||||
pub material_id: u32,
|
||||
}
|
||||
|
||||
pub struct RenderInstance {
|
||||
pub position: cgmath::Vector3<f32>,
|
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pub rotation: cgmath::Quaternion<f32>,
|
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pub scale: f32,
|
||||
pub submeshes: Vec<SubInstance>,
|
||||
}
|
||||
|
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impl RenderInstance {
|
||||
pub fn to_raws(&self) -> Vec<InstanceRaw> {
|
||||
let model = cgmath::Matrix4::from_translation(self.position)
|
||||
* cgmath::Matrix4::from(self.rotation)
|
||||
* cgmath::Matrix4::from_scale(self.scale);
|
||||
|
||||
self.submeshes
|
||||
.iter()
|
||||
.map(|sub| InstanceRaw {
|
||||
model: model.into(),
|
||||
material_id: sub.material_id,
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct InstanceRaw {
|
||||
pub model: [[f32; 4]; 4],
|
||||
pub material_id: u32,
|
||||
}
|
||||
|
||||
impl InstanceRaw {
|
||||
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute { offset: 0, shader_location: 5, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 16, shader_location: 6, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 32, shader_location: 7, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 48, shader_location: 8, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 64, shader_location: 9, format: wgpu::VertexFormat::Uint32 },
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct InstanceManager {
|
||||
instances: Vec<RenderInstance>,
|
||||
raw: Vec<InstanceRaw>,
|
||||
raw_by_shape: HashMap<Shape, Vec<InstanceRaw>>,
|
||||
buffer: Buffer,
|
||||
}
|
||||
|
||||
@ -21,35 +72,50 @@ impl InstanceManager {
|
||||
|
||||
Self {
|
||||
instances: Vec::new(),
|
||||
raw: Vec::new(),
|
||||
raw_by_shape: HashMap::new(),
|
||||
buffer,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn set_instances(&mut self, device: &Device, queue: &Queue, instances: Vec<RenderInstance>) {
|
||||
self.raw = instances.iter().map(RenderInstance::to_raw).collect();
|
||||
let byte_len = (self.raw.len() * size_of::<InstanceRaw>()) as wgpu::BufferAddress;
|
||||
let mut raw_by_shape: HashMap<Shape, Vec<InstanceRaw>> = HashMap::new();
|
||||
|
||||
for instance in &instances {
|
||||
let model = cgmath::Matrix4::from_translation(instance.position)
|
||||
* cgmath::Matrix4::from(instance.rotation)
|
||||
* cgmath::Matrix4::from_scale(instance.scale);
|
||||
|
||||
for sub in &instance.submeshes {
|
||||
raw_by_shape
|
||||
.entry(sub.shape)
|
||||
.or_default()
|
||||
.push(InstanceRaw {
|
||||
model: model.into(),
|
||||
material_id: sub.material_id,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
let all_raws: Vec<InstanceRaw> =
|
||||
raw_by_shape.values().flat_map(|v| v.iter().copied()).collect();
|
||||
let byte_len = (all_raws.len() * size_of::<InstanceRaw>()) as wgpu::BufferAddress;
|
||||
|
||||
if byte_len > self.buffer.size() {
|
||||
self.buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Instance Buffer (resized)"),
|
||||
contents: bytemuck::cast_slice(&self.raw),
|
||||
contents: bytemuck::cast_slice(&all_raws),
|
||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
} else {
|
||||
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&self.raw));
|
||||
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&all_raws));
|
||||
}
|
||||
|
||||
self.instances = instances;
|
||||
self.raw_by_shape = raw_by_shape;
|
||||
}
|
||||
|
||||
pub fn raw_instances_for_shape(&self, shape: Shape) -> Vec<&InstanceRaw> {
|
||||
self.instances
|
||||
.iter()
|
||||
.zip(self.raw.iter())
|
||||
.filter(|(inst, _)| inst.shape == shape)
|
||||
.map(|(_, raw)| raw)
|
||||
.collect()
|
||||
pub fn raw_instances_for_shape(&self, shape: Shape) -> &[InstanceRaw] {
|
||||
self.raw_by_shape.get(&shape).map_or(&[], |v| v.as_slice())
|
||||
}
|
||||
|
||||
pub fn buffer(&self) -> &Buffer {
|
||||
|
||||
@ -1,15 +1,15 @@
|
||||
mod body;
|
||||
mod simulator;
|
||||
mod state;
|
||||
mod engine_state;
|
||||
mod application;
|
||||
mod input;
|
||||
mod camera;
|
||||
mod light;
|
||||
mod renderer;
|
||||
mod light_manager;
|
||||
mod render_manager;
|
||||
mod instance_manager;
|
||||
mod globals;
|
||||
mod globals_manager;
|
||||
mod geometry_manager;
|
||||
mod material;
|
||||
mod material_manager;
|
||||
|
||||
pub use body::Body;
|
||||
|
||||
@ -18,12 +18,15 @@ pub use simulator::distance_squared;
|
||||
|
||||
pub use application::StateApplication as Application;
|
||||
|
||||
pub use state::State;
|
||||
pub use engine_state::EngineState;
|
||||
|
||||
pub use renderer::RenderInstance;
|
||||
pub use instance_manager::RenderInstance;
|
||||
pub use instance_manager::SubInstance;
|
||||
|
||||
pub use light::Light;
|
||||
pub use light::LightType;
|
||||
pub use material_manager::GpuMaterial;
|
||||
|
||||
pub use light_manager::Light;
|
||||
pub use light_manager::LightType;
|
||||
|
||||
pub use geometry_manager::Shape;
|
||||
|
||||
|
||||
@ -73,8 +73,8 @@ impl Light {
|
||||
pub struct LightManager {
|
||||
pub lights: Vec<Light>,
|
||||
pub buffer: wgpu::Buffer,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub count_buffer: wgpu::Buffer,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub layout: wgpu::BindGroupLayout,
|
||||
pub cluster_buffers: Option<ClusterBuffers>,
|
||||
}
|
||||
@ -183,12 +183,10 @@ impl LightManager {
|
||||
queue.write_buffer(&self.count_buffer, 0, bytemuck::bytes_of(&count));
|
||||
}
|
||||
|
||||
pub fn bind_group(&self) -> &wgpu::BindGroup {
|
||||
&self.bind_group
|
||||
}
|
||||
|
||||
pub fn layout(&self) -> &wgpu::BindGroupLayout {
|
||||
&self.layout
|
||||
pub fn ensure_cluster_buffers(&mut self, device: &wgpu::Device, assignment: &ClusterAssignment) {
|
||||
if self.cluster_buffers.is_none() {
|
||||
self.cluster_buffers = Some(self.create_cluster_buffers(device, assignment));
|
||||
}
|
||||
}
|
||||
|
||||
pub fn create_cluster_buffers(
|
||||
@ -357,4 +355,18 @@ impl LightManager {
|
||||
cluster_offsets,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_all(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
view_matrix: Matrix4<f32>,
|
||||
projection_matrix: Matrix4<f32>,
|
||||
screen_width: f32,
|
||||
screen_height: f32,
|
||||
) {
|
||||
self.update_gpu(queue);
|
||||
let assignment = self.compute_cluster_assignments(view_matrix, projection_matrix, screen_width, screen_height);
|
||||
self.update_cluster_buffers(device, queue, &assignment);
|
||||
}
|
||||
}
|
||||
@ -1,58 +0,0 @@
|
||||
use wgpu::{Buffer, Device, Queue};
|
||||
use wgpu::util::DeviceExt;
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||
pub struct GpuMaterial {
|
||||
pub albedo: [f32; 3],
|
||||
pub emissive: [f32; 3],
|
||||
pub metallic: f32,
|
||||
pub roughness: f32,
|
||||
}
|
||||
|
||||
pub struct MaterialManager {
|
||||
materials: Vec<GpuMaterial>,
|
||||
buffer: Buffer,
|
||||
pub layout: wgpu::BindGroupLayout,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
impl MaterialManager {
|
||||
pub fn new(device: &Device, materials: Vec<GpuMaterial>) -> Self {
|
||||
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Material Buffer"),
|
||||
contents: bytemuck::cast_slice(&materials),
|
||||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Material BindGroupLayout"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("Material BindGroup"),
|
||||
layout: &layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: buffer.as_entire_binding(),
|
||||
}],
|
||||
});
|
||||
|
||||
Self { materials, buffer, layout, bind_group }
|
||||
}
|
||||
|
||||
pub fn update(&mut self, queue: &Queue) {
|
||||
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&self.materials));
|
||||
}
|
||||
}
|
||||
110
solar_engine/src/material_manager.rs
Normal file
110
solar_engine/src/material_manager.rs
Normal file
@ -0,0 +1,110 @@
|
||||
use wgpu::{Buffer, Device, Queue};
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct GpuMaterial {
|
||||
pub base_color: [f32; 4],
|
||||
pub emission: [f32; 3],
|
||||
pub emissive_strength: f32,
|
||||
}
|
||||
|
||||
impl GpuMaterial {
|
||||
pub fn new(base_color: [f32; 4], emission: [f32; 3], emissive_strength: f32) -> Self {
|
||||
Self {
|
||||
base_color,
|
||||
emission,
|
||||
emissive_strength,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct MaterialManager {
|
||||
materials: Vec<GpuMaterial>,
|
||||
buffer: Buffer,
|
||||
pub layout: wgpu::BindGroupLayout,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
impl MaterialManager {
|
||||
pub fn new(device: &Device) -> Self {
|
||||
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Material BindGroup Layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let default_materials = vec![
|
||||
GpuMaterial {
|
||||
base_color: [1.0, 1.0, 1.0, 1.0],
|
||||
emission: [0.0, 0.0, 0.0],
|
||||
emissive_strength: 0.0,
|
||||
},
|
||||
];
|
||||
|
||||
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Material Buffer"),
|
||||
contents: bytemuck::cast_slice(&default_materials),
|
||||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("Material BindGroup"),
|
||||
});
|
||||
|
||||
Self {
|
||||
materials: default_materials,
|
||||
buffer,
|
||||
bind_group,
|
||||
layout,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&self, queue: &Queue) {
|
||||
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&self.materials));
|
||||
}
|
||||
|
||||
pub fn add_material(&mut self, material: GpuMaterial) -> u32 {
|
||||
self.materials.push(material);
|
||||
|
||||
(self.materials.len() - 1) as u32
|
||||
}
|
||||
|
||||
pub fn set_materials(&mut self, device: &Device, materials: Vec<GpuMaterial>) {
|
||||
self.materials = materials;
|
||||
|
||||
self.buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Material Buffer"),
|
||||
contents: bytemuck::cast_slice(&self.materials),
|
||||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: self.buffer.as_entire_binding(),
|
||||
}],
|
||||
label: Some("Material BindGroup"),
|
||||
});
|
||||
}
|
||||
|
||||
pub fn get_materials(&self) -> &[GpuMaterial] {
|
||||
&self.materials
|
||||
}
|
||||
}
|
||||
@ -1,149 +1,93 @@
|
||||
use wgpu::{Device, Queue, SurfaceConfiguration, SurfaceTexture, TextureView};
|
||||
use crate::camera::Camera;
|
||||
use crate::geometry_manager::{GeometryManager, Shape};
|
||||
use crate::globals::GlobalsManager;
|
||||
use crate::instance_manager::InstanceManager;
|
||||
use crate::light::LightManager;
|
||||
use wgpu::{Device, Queue, SurfaceTexture, TextureView};
|
||||
use crate::material::MaterialManager;
|
||||
|
||||
pub struct RenderInstance {
|
||||
pub position: cgmath::Vector3<f32>,
|
||||
pub rotation: cgmath::Quaternion<f32>,
|
||||
pub color: [f32; 3],
|
||||
pub scale: f32,
|
||||
pub shape: Shape,
|
||||
pub always_lit: bool,
|
||||
pub is_transparent: bool
|
||||
}
|
||||
|
||||
impl RenderInstance {
|
||||
pub fn to_raw(&self) -> InstanceRaw {
|
||||
let model = cgmath::Matrix4::from_translation(self.position)
|
||||
* cgmath::Matrix4::from(self.rotation)
|
||||
* cgmath::Matrix4::from_scale(self.scale);
|
||||
InstanceRaw {
|
||||
model: model.into(),
|
||||
color: self.color,
|
||||
flags: (self.always_lit as u32) | ((self.is_transparent as u32) << 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct InstanceRaw {
|
||||
model: [[f32; 4]; 4],
|
||||
color: [f32; 3],
|
||||
flags: u32,
|
||||
}
|
||||
|
||||
impl InstanceRaw {
|
||||
pub(crate) fn desc() -> wgpu::VertexBufferLayout<'static> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: size_of::<InstanceRaw>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Instance,
|
||||
attributes: &[
|
||||
wgpu::VertexAttribute { offset: 0, shader_location: 5, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 16, shader_location: 6, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 32, shader_location: 7, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 48, shader_location: 8, format: wgpu::VertexFormat::Float32x4 },
|
||||
wgpu::VertexAttribute { offset: 64, shader_location: 9, format: wgpu::VertexFormat::Float32x3 },
|
||||
wgpu::VertexAttribute { offset: 76, shader_location: 10, format: wgpu::VertexFormat::Uint32 },
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
use crate::geometry_manager::GeometryManager;
|
||||
use crate::globals_manager::GlobalsManager;
|
||||
use crate::instance_manager::{InstanceManager, InstanceRaw};
|
||||
use crate::light_manager::LightManager;
|
||||
use crate::material_manager::MaterialManager;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct Vertex {
|
||||
pub(crate) position: [f32; 3],
|
||||
pub(crate) color: [f32; 3],
|
||||
pub(crate) normal: [f32; 3],
|
||||
pub position: [f32; 3],
|
||||
pub color: [f32; 3],
|
||||
pub normal: [f32; 3],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
const ATTRIBS: [wgpu::VertexAttribute; 3] =
|
||||
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3, 2 => Float32x3];
|
||||
|
||||
pub(crate) fn desc() -> wgpu::VertexBufferLayout<'static> {
|
||||
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: size_of::<Self>() as wgpu::BufferAddress,
|
||||
array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &Self::ATTRIBS,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Renderer {
|
||||
pub struct RenderManager {
|
||||
pipeline: wgpu::RenderPipeline,
|
||||
depth_texture: TextureView,
|
||||
sample_count: u32
|
||||
depth_texture: wgpu::TextureView,
|
||||
sample_count: u32,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
impl RenderManager {
|
||||
pub fn new(
|
||||
device: &Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
global_layout: &wgpu::BindGroupLayout,
|
||||
light_manager: &mut LightManager,
|
||||
material_manager: &MaterialManager,
|
||||
config: &SurfaceConfiguration,
|
||||
globals: &GlobalsManager,
|
||||
lights: &LightManager,
|
||||
materials: &MaterialManager,
|
||||
camera: &Camera,
|
||||
sample_count: u32,
|
||||
) -> Self {
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
label: Some("Main Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/shader.wgsl").into()),
|
||||
});
|
||||
|
||||
let cluster_assignment = light_manager.compute_cluster_assignments(
|
||||
let cluster_assignment = lights.compute_cluster_assignments(
|
||||
camera.build_view_matrix(),
|
||||
camera.build_view_projection_matrix(),
|
||||
config.width as f32,
|
||||
config.height as f32,
|
||||
);
|
||||
|
||||
let cluster_buffers = light_manager.create_cluster_buffers(device, &cluster_assignment);
|
||||
let cluster_buffers = lights.create_cluster_buffers(device, &cluster_assignment);
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
label: Some("Main Pipeline Layout"),
|
||||
bind_group_layouts: &[
|
||||
global_layout,
|
||||
&light_manager.layout,
|
||||
&globals.layout,
|
||||
&lights.layout,
|
||||
&cluster_buffers.layout,
|
||||
&material_manager.layout,
|
||||
&materials.layout,
|
||||
],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
label: Some("Main Render Pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: Some("vs_main"),
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
compilation_options: Default::default(),
|
||||
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: Some("fs_main"),
|
||||
compilation_options: Default::default(),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: Default::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
@ -160,8 +104,7 @@ impl Renderer {
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let depth_texture =
|
||||
Self::create_depth_texture(device, config.width, config.height, sample_count);
|
||||
let depth_texture = Self::create_depth_texture(device, config.width, config.height, sample_count);
|
||||
|
||||
Self {
|
||||
pipeline,
|
||||
@ -170,25 +113,12 @@ impl Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, device: &Device, width: u32, height: u32) {
|
||||
self.depth_texture = Self::create_depth_texture(device, width, height, self.sample_count);
|
||||
}
|
||||
|
||||
fn create_depth_texture(
|
||||
device: &Device,
|
||||
width: u32,
|
||||
height: u32,
|
||||
sample_count: u32,
|
||||
) -> TextureView {
|
||||
fn create_depth_texture(device: &Device, width: u32, height: u32, samples: u32) -> wgpu::TextureView {
|
||||
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Depth Texture"),
|
||||
size: wgpu::Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
|
||||
mip_level_count: 1,
|
||||
sample_count,
|
||||
sample_count: samples,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
@ -197,6 +127,10 @@ impl Renderer {
|
||||
texture.create_view(&Default::default())
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, device: &Device, width: u32, height: u32) {
|
||||
self.depth_texture = Self::create_depth_texture(device, width, height, self.sample_count);
|
||||
}
|
||||
|
||||
pub fn render_frame(
|
||||
&mut self,
|
||||
device: &Device,
|
||||
@ -204,34 +138,35 @@ impl Renderer {
|
||||
output: SurfaceTexture,
|
||||
view: &TextureView,
|
||||
surface_format: wgpu::TextureFormat,
|
||||
globals: &mut GlobalsManager,
|
||||
globals: &GlobalsManager,
|
||||
camera: &Camera,
|
||||
light_manager: &mut LightManager,
|
||||
lights: &mut LightManager,
|
||||
geometry: &GeometryManager,
|
||||
instances: &InstanceManager,
|
||||
material_manager: &mut MaterialManager,
|
||||
materials: &mut MaterialManager,
|
||||
) -> Result<(), wgpu::SurfaceError> {
|
||||
// Update uniform buffer
|
||||
// Update globals
|
||||
globals.update(queue, camera);
|
||||
|
||||
// Update cluster buffers
|
||||
let assignment = light_manager.compute_cluster_assignments(
|
||||
// Update light cluster
|
||||
let assignment = lights.compute_cluster_assignments(
|
||||
camera.build_view_matrix(),
|
||||
camera.build_view_projection_matrix(),
|
||||
globals.resolution()[0],
|
||||
globals.resolution()[1],
|
||||
globals.resolution[0],
|
||||
globals.resolution[1],
|
||||
);
|
||||
light_manager.update_cluster_buffers(device, queue, &assignment);
|
||||
light_manager.update_gpu(queue);
|
||||
lights.update_cluster_buffers(device, queue, &assignment);
|
||||
lights.update_gpu(queue);
|
||||
|
||||
// Update material buffer
|
||||
material_manager.update(queue);
|
||||
|
||||
// Update materials
|
||||
materials.update(queue);
|
||||
|
||||
// Create MSAA target
|
||||
let multisampled_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Multisample Target"),
|
||||
size: wgpu::Extent3d {
|
||||
width: globals.resolution()[0] as u32,
|
||||
height: globals.resolution()[1] as u32,
|
||||
width: globals.resolution[0] as u32,
|
||||
height: globals.resolution[1] as u32,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
@ -241,8 +176,10 @@ impl Renderer {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
view_formats: &[],
|
||||
});
|
||||
|
||||
let multisampled_view = multisampled_texture.create_view(&Default::default());
|
||||
|
||||
// Begin render
|
||||
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
@ -254,12 +191,7 @@ impl Renderer {
|
||||
view: &multisampled_view,
|
||||
resolve_target: Some(view),
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.1,
|
||||
b: 0.2,
|
||||
a: 1.0,
|
||||
}),
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.05, g: 0.05, b: 0.1, a: 1.0 }),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
@ -276,24 +208,23 @@ impl Renderer {
|
||||
|
||||
pass.set_pipeline(&self.pipeline);
|
||||
pass.set_bind_group(0, &globals.bind_group, &[]);
|
||||
pass.set_bind_group(1, &light_manager.bind_group, &[]);
|
||||
|
||||
if let Some(clusters) = &light_manager.cluster_buffers {
|
||||
pass.set_bind_group(2, &clusters.bind_group, &[]);
|
||||
pass.set_bind_group(1, &lights.bind_group, &[]);
|
||||
if let Some(cluster) = &lights.cluster_buffers {
|
||||
pass.set_bind_group(2, &cluster.bind_group, &[]);
|
||||
}
|
||||
pass.set_bind_group(3, &material_manager.bind_group, &[]);
|
||||
pass.set_bind_group(3, &materials.bind_group, &[]);
|
||||
|
||||
for shape in geometry.shapes() {
|
||||
if let Some(mesh) = geometry.get(&shape) {
|
||||
let relevant = instances.raw_instances_for_shape(shape);
|
||||
if relevant.is_empty() {
|
||||
let instances_for_shape = instances.raw_instances_for_shape(shape);
|
||||
if instances_for_shape.is_empty() {
|
||||
continue;
|
||||
}
|
||||
|
||||
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
pass.set_vertex_buffer(1, instances.buffer().slice(..));
|
||||
pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
pass.draw_indexed(0..mesh.index_count, 0, 0..relevant.len() as u32);
|
||||
pass.draw_indexed(0..mesh.index_count, 0, 0..instances_for_shape.len() as u32);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -16,25 +16,16 @@ struct InstanceInput {
|
||||
@location(6) model_row1: vec4<f32>,
|
||||
@location(7) model_row2: vec4<f32>,
|
||||
@location(8) model_row3: vec4<f32>,
|
||||
@location(9) color: vec3<f32>,
|
||||
@location(10) flags: u32,
|
||||
@location(9) material_id: u32,
|
||||
};
|
||||
|
||||
struct VSOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) frag_color: vec3<f32>,
|
||||
@location(1) world_pos: vec3<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) flags: u32,
|
||||
@location(0) world_pos: vec3<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
@location(2) material_id: u32,
|
||||
};
|
||||
|
||||
struct LightCount {
|
||||
count: u32,
|
||||
};
|
||||
|
||||
@group(1) @binding(1)
|
||||
var<uniform> light_count: LightCount;
|
||||
|
||||
struct Globals {
|
||||
view_proj: mat4x4<f32>,
|
||||
resolution: vec2<f32>,
|
||||
@ -57,17 +48,19 @@ struct GpuLight {
|
||||
@group(1) @binding(0)
|
||||
var<storage, read> all_lights: array<GpuLight>;
|
||||
|
||||
@group(1) @binding(1)
|
||||
var<uniform> light_count: u32;
|
||||
|
||||
@group(2) @binding(0)
|
||||
var<storage, read> cluster_light_indices: array<u32>;
|
||||
|
||||
@group(2) @binding(1)
|
||||
var<storage, read> cluster_offsets: array<vec2<u32>>;
|
||||
|
||||
struct GpuMaterial {
|
||||
albedo: vec3<f32>,
|
||||
emissive: vec3<f32>,
|
||||
metallic: f32,
|
||||
roughness: f32,
|
||||
_pad: vec2<f32>,
|
||||
base_color: vec4<f32>,
|
||||
emission: vec3<f32>,
|
||||
emissive_strength: f32,
|
||||
};
|
||||
|
||||
@group(3) @binding(0)
|
||||
@ -84,18 +77,17 @@ fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VSOutput {
|
||||
instance.model_row3
|
||||
);
|
||||
|
||||
let world_position = (model * vec4<f32>(vertex.position, 1.0)).xyz;
|
||||
let world_pos = (model * vec4<f32>(vertex.position, 1.0)).xyz;
|
||||
let normal_matrix = mat3x3<f32>(
|
||||
instance.model_row0.xyz,
|
||||
instance.model_row1.xyz,
|
||||
instance.model_row2.xyz
|
||||
);
|
||||
|
||||
out.position = globals.view_proj * vec4<f32>(world_position, 1.0);
|
||||
out.frag_color = instance.color * vertex.color;
|
||||
out.world_pos = world_position;
|
||||
out.position = globals.view_proj * vec4<f32>(world_pos, 1.0);
|
||||
out.world_pos = world_pos;
|
||||
out.normal = normalize(normal_matrix * vertex.normal);
|
||||
out.flags = instance.flags;
|
||||
out.material_id = instance.material_id;
|
||||
|
||||
return out;
|
||||
}
|
||||
@ -107,8 +99,7 @@ fn compute_cluster_id(frag_coord: vec4<f32>, view_pos_z: f32, screen_size: vec2<
|
||||
let x = clamp(u32(x_frac * f32(CLUSTER_COUNT_X)), 0u, CLUSTER_COUNT_X - 1u);
|
||||
let y = clamp(u32(y_frac * f32(CLUSTER_COUNT_Y)), 0u, CLUSTER_COUNT_Y - 1u);
|
||||
|
||||
// Z: logarithmic depth
|
||||
let depth = -view_pos_z; // view-space z is negative
|
||||
let depth = -view_pos_z;
|
||||
let depth_clamped = clamp(depth, NEAR_PLANE, FAR_PLANE);
|
||||
let log_depth = log2(depth_clamped);
|
||||
let z = clamp(u32((log_depth / log2(FAR_PLANE / NEAR_PLANE)) * f32(CLUSTER_COUNT_Z)), 0u, CLUSTER_COUNT_Z - 1u);
|
||||
@ -116,18 +107,15 @@ fn compute_cluster_id(frag_coord: vec4<f32>, view_pos_z: f32, screen_size: vec2<
|
||||
return x + y * CLUSTER_COUNT_X + z * CLUSTER_COUNT_X * CLUSTER_COUNT_Y;
|
||||
}
|
||||
|
||||
fn is_nan_f32(x: f32) -> bool {
|
||||
return x != x;
|
||||
}
|
||||
|
||||
fn is_nan_vec3(v: vec3<f32>) -> bool {
|
||||
return any(vec3<bool>(v != v));
|
||||
// Thanks Reinhard
|
||||
fn tone_map(color: vec3<f32>) -> vec3<f32> {
|
||||
return color / (color + vec3<f32>(1.0));
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(input: VSOutput) -> @location(0) vec4<f32> {
|
||||
var lighting: vec3<f32> = vec3<f32>(0.0);
|
||||
let always_lit = (input.flags & 0x1u) != 0u;
|
||||
let material = materials[input.material_id];
|
||||
var lighting = vec3<f32>(0.0);
|
||||
|
||||
let cluster_id = compute_cluster_id(input.position, input.world_pos.z, globals.resolution);
|
||||
let offset_info = cluster_offsets[cluster_id];
|
||||
@ -137,43 +125,39 @@ fn fs_main(input: VSOutput) -> @location(0) vec4<f32> {
|
||||
for (var i = 0u; i < count; i = i + 1u) {
|
||||
let light_index = cluster_light_indices[offset + i];
|
||||
let light = all_lights[light_index];
|
||||
var light_contrib: vec3<f32> = vec3<f32>(0.0);
|
||||
|
||||
let light_dir = normalize(light.position - input.world_pos);
|
||||
let diff = max(dot(input.normal, light_dir), 0.0);
|
||||
var light_contrib = vec3<f32>(0.0);
|
||||
|
||||
switch (light.light_type) {
|
||||
case 0u: { // Directional
|
||||
case 0u: {
|
||||
light_contrib = light.color * light.intensity * diff;
|
||||
}
|
||||
case 1u: { // Point
|
||||
case 1u: {
|
||||
let dist = distance(light.position, input.world_pos);
|
||||
if (dist < light.range) {
|
||||
let attenuation = 1.0 / (dist * dist);
|
||||
light_contrib = light.color * light.intensity * diff * attenuation;
|
||||
}
|
||||
}
|
||||
case 2u: { // Spot
|
||||
case 2u: {
|
||||
let spot_dir = normalize(-light.direction);
|
||||
let angle = dot(spot_dir, light_dir);
|
||||
if (angle > light.outer_cutoff) {
|
||||
let intensity = clamp((angle - light.outer_cutoff) / (light.inner_cutoff - light.outer_cutoff), 0.0, 1.0);
|
||||
let falloff = clamp((angle - light.outer_cutoff) / (light.inner_cutoff - light.outer_cutoff), 0.0, 1.0);
|
||||
let dist = distance(light.position, input.world_pos);
|
||||
let attenuation = 1.0 / (dist * dist);
|
||||
light_contrib = light.color * light.intensity * diff * attenuation * intensity;
|
||||
light_contrib = light.color * light.intensity * diff * attenuation * falloff;
|
||||
}
|
||||
}
|
||||
default: {}
|
||||
}
|
||||
|
||||
if (!always_lit) {
|
||||
lighting += light_contrib;
|
||||
}
|
||||
lighting += light_contrib;
|
||||
}
|
||||
|
||||
if (always_lit) {
|
||||
lighting = vec3<f32>(1.0, 1.0, 1.0) * 2.0;
|
||||
}
|
||||
|
||||
return vec4<f32>(input.frag_color * lighting, 1.0);
|
||||
let emissive_rgb = material.emission * material.emissive_strength;
|
||||
let final_rgb = tone_map(material.base_color.rgb * lighting + emissive_rgb);
|
||||
return vec4<f32>(final_rgb, material.base_color.a);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user