gltf loading; world space lighting for now
This commit is contained in:
parent
db95acf998
commit
1a7a6707d9
10 changed files with 546 additions and 56 deletions
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@ -89,10 +89,10 @@ impl Camera {
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self.position +=
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right * (controller.move_right - controller.move_left) * controller.speed * dt;
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self.position += up * (controller.move_up - controller.move_down) * controller.speed * dt;
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println!(
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"camera pos ({}, {}, {})",
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self.position.x, self.position.y, self.position.z
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);
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// println!(
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// "camera pos ({}, {}, {})",
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// self.position.x, self.position.y, self.position.z
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// );
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}
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}
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@ -7,17 +7,15 @@ use super::model::{Mesh, Model};
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pub struct LightUniform {
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pub position: [f32; 3],
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_padding: u32,
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pub color: [f32; 3],
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_padding2: u32,
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pub color: [f32; 4],
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}
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impl LightUniform {
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pub fn new(position: [f32; 3], color: [f32; 3]) -> Self {
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pub fn new(position: [f32; 3], color: [f32; 4]) -> Self {
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return LightUniform {
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position: position,
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_padding: 0,
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color: color,
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_padding2: 0,
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};
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}
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}
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@ -44,9 +44,9 @@ impl Material {
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return Self {
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name: String::from(name),
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diffuse_texture: diffuse_texture,
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normal_texture: normal_texture,
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bind_group: bind_group,
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diffuse_texture,
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normal_texture,
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bind_group,
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};
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}
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}
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@ -69,12 +69,12 @@ pub trait Vertex {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Copy, Clone, Debug, Default, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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pub tangent: [f32; 3],
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pub tangent: [f32; 4],
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pub bitangent: [f32; 3],
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}
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@ -1,22 +1,27 @@
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use std::io::{BufReader, Cursor};
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use std::path::PathBuf;
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use wgpu::util::DeviceExt;
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use crate::core::model::{Material, Mesh, Model, ModelVertex};
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use crate::core::texture::Texture;
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pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
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let path = std::path::Path::new(env!("OUT_DIR"))
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pub fn get_resource_path(file_name: &str) -> PathBuf {
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return std::path::Path::new(env!("OUT_DIR"))
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.join("res")
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.join(file_name);
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}
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pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
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let path = get_resource_path(file_name);
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println!("load_string: Loading from {:?}", path.to_str());
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let txt = std::fs::read_to_string(path)?;
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return Ok(txt);
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}
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pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
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let path = std::path::Path::new(env!("OUT_DIR"))
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.join("res")
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.join(file_name);
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let path = get_resource_path(file_name);
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println!("load_binary: Loading from {:?}", path.to_str());
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let data = std::fs::read(path)?;
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return Ok(data);
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@ -33,7 +38,7 @@ pub async fn load_texture(
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return Texture::from_bytes(device, queue, &data, file_name, is_normal_map);
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}
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pub async fn load_model(
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pub async fn load_model_obj(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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@ -102,7 +107,7 @@ pub async fn load_model(
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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tangent: [0.0; 3],
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tangent: [0.0; 4],
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bitangent: [0.0; 3],
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})
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.collect::<Vec<_>>();
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@ -137,7 +142,9 @@ pub async fn load_model(
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for i in 0..3 {
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let sz = chunk[i] as usize;
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vertices[sz].tangent =
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(tangent + cgmath::Vector3::from(vertices[sz].tangent)).into();
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(cgmath::Vector4::new(tangent.x, tangent.y, tangent.z, 0.0)
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+ cgmath::Vector4::from(vertices[sz].tangent))
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.into();
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vertices[sz].bitangent =
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(bitangent + cgmath::Vector3::from(vertices[sz].bitangent)).into();
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triangles_included[sz] += 1;
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@ -148,7 +155,7 @@ pub async fn load_model(
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for (i, n) in triangles_included.into_iter().enumerate() {
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let denom = 1.0 / n as f32;
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let mut v = &mut vertices[i];
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v.tangent = (cgmath::Vector3::from(v.tangent) * denom).into();
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v.tangent = (cgmath::Vector4::from(v.tangent) * denom).into();
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v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
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}
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@ -175,3 +182,283 @@ pub async fn load_model(
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return Ok(Model { meshes, materials });
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}
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pub async fn load_model_gltf(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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) -> anyhow::Result<Model> {
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let mut materials = Vec::new();
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let mut meshes = Vec::new();
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println!("gltf: Loading file {}", file_name);
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let (document, buffers, mut images) = gltf::import(get_resource_path(file_name))?;
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println!("gltf: Loading meshes");
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for mesh in document.meshes() {
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let primitives = mesh.primitives();
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primitives.for_each(|primitive| {
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let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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if let Some(vertex_attribute) = reader.read_positions() {
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vertex_attribute.for_each(|vertex| {
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// dbg!(vertex);
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vertices.push(ModelVertex {
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position: vertex,
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..Default::default()
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})
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});
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} else {
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panic!();
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}
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if let Some(normal_attribute) = reader.read_normals() {
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let mut normal_index = 0;
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normal_attribute.for_each(|normal| {
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// dbg!(normal);
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vertices[normal_index].normal = normal;
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normal_index += 1;
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});
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} else {
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panic!();
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}
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// if let Some(tangent_attribute) = reader.read_tangents() {
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// let mut tangent_index = 0;
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// tangent_attribute.for_each(|tangent| {
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// // dbg!(tangent);
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// vertices[tangent_index].tangent = tangent;
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// tangent_index += 1;
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// });
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// }
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// tangents and bitangents from triangles
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let mut triangles_included = vec![0; vertices.len()];
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for chunk in indices.chunks(3) {
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let v0 = vertices[chunk[0] as usize];
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let v1 = vertices[chunk[1] as usize];
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let v2 = vertices[chunk[2] as usize];
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let pos0: cgmath::Vector3<f32> = v0.position.into();
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let pos1: cgmath::Vector3<f32> = v1.position.into();
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let pos2: cgmath::Vector3<f32> = v2.position.into();
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let uv0: cgmath::Vector2<f32> = v0.tex_coords.into();
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let uv1: cgmath::Vector2<f32> = v1.tex_coords.into();
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let uv2: cgmath::Vector2<f32> = v2.tex_coords.into();
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let delta_pos1 = pos1 - pos0;
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let delta_pos2 = pos2 - pos0;
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let delta_uv1 = uv1 - uv0;
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let delta_uv2 = uv2 - uv0;
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let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
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let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
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let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * -r;
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for i in 0..3 {
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let sz = chunk[i] as usize;
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vertices[sz].tangent =
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(cgmath::Vector4::new(tangent.x, tangent.y, tangent.z, 0.0)
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+ cgmath::Vector4::from(vertices[sz].tangent))
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.into();
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vertices[sz].bitangent =
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(bitangent + cgmath::Vector3::from(vertices[sz].bitangent)).into();
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triangles_included[sz] += 1;
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}
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}
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// Average the tangents/bitangents
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for (i, n) in triangles_included.into_iter().enumerate() {
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let denom = 1.0 / n as f32;
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let mut v = &mut vertices[i];
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v.tangent = (cgmath::Vector4::from(v.tangent) * denom).into();
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v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
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}
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if let Some(tex_coord_attribute) = reader.read_tex_coords(0).map(|v| v.into_f32()) {
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let mut tex_coord_index = 0;
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tex_coord_attribute.for_each(|tex_coord| {
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// dbg!(tex_coord);
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vertices[tex_coord_index].tex_coords = tex_coord;
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tex_coord_index += 1;
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});
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} else {
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panic!();
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}
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if let Some(indices_raw) = reader.read_indices() {
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// dbg!(indices_raw);
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indices.append(&mut indices_raw.into_u32().collect::<Vec<u32>>());
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} else {
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panic!();
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}
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// dbg!(indices);
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Vertex Buffer", file_name)),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Index Buffer", file_name)),
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contents: bytemuck::cast_slice(&indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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meshes.push(Mesh {
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name: file_name.to_string(),
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vertex_buffer,
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index_buffer,
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num_elements: indices.len() as u32,
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material: primitive.material().index().unwrap_or(0),
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});
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});
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}
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println!("gltf: Loading materials");
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for material in document.materials() {
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let pbr = material.pbr_metallic_roughness();
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// diffuse
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let diffuse_index = pbr
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.base_color_texture()
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.map(|tex| {
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println!("Grabbing diffuse tex");
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tex.texture().source().index()
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})
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.unwrap_or(0); // TODO default tex
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let diffuse_data = &mut images[diffuse_index];
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if diffuse_data.format == gltf::image::Format::R8G8B8
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|| diffuse_data.format == gltf::image::Format::R16G16B16
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{
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diffuse_data.pixels =
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gltf_pixels_to_wgpu(diffuse_data.pixels.clone(), diffuse_data.format);
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}
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let diffuse_texture = Texture::from_pixels(
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device,
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queue,
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&diffuse_data.pixels,
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(diffuse_data.width, diffuse_data.height),
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gltf_image_format_stride(diffuse_data.format),
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gltf_image_format_to_wgpu(diffuse_data.format, false),
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Some(file_name),
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)
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.unwrap();
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// normal
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let normal_index = material
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.normal_texture()
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.map(|tex| {
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println!("Grabbing normal tex");
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tex.texture().source().index()
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})
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.unwrap_or(0); // TODO default tex
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let normal_data = &mut images[normal_index];
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if normal_data.format == gltf::image::Format::R8G8B8
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|| normal_data.format == gltf::image::Format::R16G16B16
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{
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normal_data.pixels =
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gltf_pixels_to_wgpu(normal_data.pixels.clone(), normal_data.format);
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}
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let normal_texture = Texture::from_pixels(
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device,
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queue,
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&normal_data.pixels,
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(normal_data.width, normal_data.height),
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gltf_image_format_stride(normal_data.format),
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gltf_image_format_to_wgpu(normal_data.format, true),
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Some(file_name),
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)
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.unwrap();
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materials.push(Material::new(
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device,
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&material.name().unwrap_or("Default Material").to_string(),
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diffuse_texture,
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normal_texture,
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layout,
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));
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}
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println!("gltf: load done!");
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Ok(Model { meshes, materials })
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}
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fn gltf_image_format_to_wgpu(format: gltf::image::Format, srgb: bool) -> wgpu::TextureFormat {
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if srgb {
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return match format {
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gltf::image::Format::R8 => panic!(),
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gltf::image::Format::R8G8 => panic!(),
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gltf::image::Format::R8G8B8 => wgpu::TextureFormat::Rgba8UnormSrgb, // converted
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gltf::image::Format::R8G8B8A8 => wgpu::TextureFormat::Rgba8UnormSrgb,
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gltf::image::Format::B8G8R8 => wgpu::TextureFormat::Bgra8UnormSrgb,
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gltf::image::Format::B8G8R8A8 => wgpu::TextureFormat::Bgra8UnormSrgb,
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gltf::image::Format::R16 => panic!(),
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gltf::image::Format::R16G16 => panic!(),
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gltf::image::Format::R16G16B16 => panic!(), // converted
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gltf::image::Format::R16G16B16A16 => panic!(),
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};
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}
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match format {
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gltf::image::Format::R8 => wgpu::TextureFormat::R8Unorm,
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gltf::image::Format::R8G8 => wgpu::TextureFormat::Rg8Unorm,
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gltf::image::Format::R8G8B8 => wgpu::TextureFormat::Rgba8Unorm, // converted
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gltf::image::Format::R8G8B8A8 => wgpu::TextureFormat::Rgba8Unorm,
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gltf::image::Format::B8G8R8 => wgpu::TextureFormat::Bgra8Unorm,
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gltf::image::Format::B8G8R8A8 => wgpu::TextureFormat::Bgra8Unorm,
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gltf::image::Format::R16 => wgpu::TextureFormat::R16Unorm,
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gltf::image::Format::R16G16 => wgpu::TextureFormat::Rg16Unorm,
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gltf::image::Format::R16G16B16 => wgpu::TextureFormat::Rgba16Unorm, // converted
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gltf::image::Format::R16G16B16A16 => wgpu::TextureFormat::Rgba16Unorm,
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}
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}
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fn gltf_image_format_stride(format: gltf::image::Format) -> u32 {
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match format {
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gltf::image::Format::R8 => 1,
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gltf::image::Format::R8G8 => 2,
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gltf::image::Format::R8G8B8 => 4, // converted
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gltf::image::Format::R8G8B8A8 => 4,
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gltf::image::Format::B8G8R8 => 3,
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gltf::image::Format::B8G8R8A8 => 4,
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gltf::image::Format::R16 => 2,
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gltf::image::Format::R16G16 => 4,
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gltf::image::Format::R16G16B16 => 8, // converted
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gltf::image::Format::R16G16B16A16 => 8,
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}
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}
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// Add alpha if needed
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fn gltf_pixels_to_wgpu(mut bytes: Vec<u8>, format: gltf::image::Format) -> Vec<u8> {
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if format == gltf::image::Format::R8G8B8 {
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let pixels = bytes.len() / 3;
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bytes.reserve_exact(pixels);
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bytes = bytes
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.chunks_exact(3)
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.flat_map(|s| [s[0], s[1], s[2], 255])
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.collect();
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} else if format == gltf::image::Format::R16G16B16 {
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let pixels = bytes.len() / 6;
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bytes.reserve_exact(pixels);
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bytes = bytes
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.chunks_exact(6)
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.flat_map(|s| [s[0], s[1], s[2], s[3], s[4], s[5], 255, 255])
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.collect();
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}
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return bytes;
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}
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@ -29,7 +29,7 @@ pub struct State {
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instances: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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obj_model: Model,
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model: Model,
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light_uniform: LightUniform,
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light_buffer: wgpu::Buffer,
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light_render_pipeline: wgpu::RenderPipeline,
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|
@ -76,7 +76,7 @@ impl State {
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// Camera
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let camera = Camera::new(
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(0.0, 4.0, -4.0).into(),
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(0.0, 0.0, 0.0).into(),
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0.0,
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0.0,
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60.0,
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|
@ -116,7 +116,7 @@ impl State {
|
|||
|
||||
let camera_controller = CameraController::new(1.0, 2.0);
|
||||
|
||||
let light_uniform = LightUniform::new([900.0, 60.0, 200.0], [1.0, 1.0, 1.0]);
|
||||
let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 10000.0]);
|
||||
|
||||
// We'll want to update our lights position, so we use COPY_DST
|
||||
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
|
@ -193,7 +193,7 @@ impl State {
|
|||
});
|
||||
|
||||
let obj_model =
|
||||
resources::load_model("sponza.obj", &device, &queue, &texture_bind_group_layout)
|
||||
resources::load_model_gltf("sponza/Sponza.gltf", &device, &queue, &texture_bind_group_layout)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
|
@ -300,7 +300,7 @@ impl State {
|
|||
instances,
|
||||
instance_buffer,
|
||||
depth_texture,
|
||||
obj_model,
|
||||
model: obj_model,
|
||||
light_uniform,
|
||||
light_buffer,
|
||||
light_render_pipeline,
|
||||
|
@ -346,7 +346,7 @@ impl State {
|
|||
// Update the light
|
||||
let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
|
||||
self.light_uniform.position =
|
||||
(cgmath::Quaternion::from_angle_y(cgmath::Deg(1.0)) * old_position).into();
|
||||
(cgmath::Quaternion::from_angle_y(cgmath::Deg(90.0 * dt.as_secs_f32())) * old_position).into();
|
||||
self.queue.write_buffer(
|
||||
&self.light_buffer,
|
||||
0,
|
||||
|
@ -397,14 +397,14 @@ impl State {
|
|||
|
||||
render_pass.set_pipeline(&self.light_render_pipeline);
|
||||
render_pass.draw_light_model(
|
||||
&self.obj_model,
|
||||
&self.model,
|
||||
&self.camera_bind_group,
|
||||
&self.light_bind_group,
|
||||
);
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.draw_model_instanced(
|
||||
&self.obj_model,
|
||||
&self.model,
|
||||
0..self.instances.len() as u32,
|
||||
&self.camera_bind_group,
|
||||
&self.light_bind_group,
|
||||
|
|
|
@ -72,7 +72,30 @@ impl Texture {
|
|||
) -> Result<Self> {
|
||||
let rgba = img.to_rgba8();
|
||||
let dimensions = img.dimensions();
|
||||
return Self::from_pixels(
|
||||
device,
|
||||
queue,
|
||||
&rgba.to_vec(),
|
||||
dimensions,
|
||||
4,
|
||||
if is_normal_map {
|
||||
wgpu::TextureFormat::Rgba8UnormSrgb
|
||||
} else {
|
||||
wgpu::TextureFormat::Rgba8Unorm
|
||||
},
|
||||
label,
|
||||
);
|
||||
}
|
||||
|
||||
pub fn from_pixels(
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
pixels: &[u8],
|
||||
dimensions: (u32, u32),
|
||||
stride: u32,
|
||||
format: wgpu::TextureFormat,
|
||||
label: Option<&str>,
|
||||
) -> Result<Self> {
|
||||
let size = wgpu::Extent3d {
|
||||
width: dimensions.0,
|
||||
height: dimensions.1,
|
||||
|
@ -84,14 +107,12 @@ impl Texture {
|
|||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: if is_normal_map {
|
||||
wgpu::TextureFormat::Rgba8Unorm
|
||||
} else {
|
||||
wgpu::TextureFormat::Rgba8UnormSrgb
|
||||
},
|
||||
format: format,
|
||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||
});
|
||||
|
||||
dbg!(stride);
|
||||
dbg!(dimensions);
|
||||
queue.write_texture(
|
||||
wgpu::ImageCopyTexture {
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
|
@ -99,10 +120,10 @@ impl Texture {
|
|||
mip_level: 0,
|
||||
origin: wgpu::Origin3d::ZERO,
|
||||
},
|
||||
&rgba,
|
||||
&pixels,
|
||||
wgpu::ImageDataLayout {
|
||||
offset: 0,
|
||||
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
|
||||
bytes_per_row: std::num::NonZeroU32::new(stride * dimensions.0),
|
||||
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
|
||||
},
|
||||
size,
|
||||
|
|
|
@ -10,9 +10,6 @@ use winit::{
|
|||
pub async fn run() {
|
||||
let event_loop = EventLoop::new();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
window.set_cursor_grab(true).unwrap();
|
||||
window.set_cursor_visible(false);
|
||||
window.set_decorations(false);
|
||||
let mut state = State::new(&window).await;
|
||||
let mut last_render = Instant::now();
|
||||
|
||||
|
@ -44,6 +41,11 @@ pub async fn run() {
|
|||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
WindowEvent::Focused(focused) => {
|
||||
// window.set_cursor_grab(*focused).unwrap();
|
||||
window.set_cursor_visible(!*focused);
|
||||
window.set_decorations(!*focused);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,7 +10,7 @@ var<uniform> camera: CameraUniform;
|
|||
|
||||
struct Light {
|
||||
position: vec3<f32>,
|
||||
color: vec3<f32>,
|
||||
color: vec4<f32>,
|
||||
}
|
||||
@group(2) @binding(0)
|
||||
var<uniform> light: Light;
|
||||
|
@ -36,6 +36,8 @@ struct VertexOutput {
|
|||
@location(1) tangent_position: vec3<f32>,
|
||||
@location(2) tangent_light_position: vec3<f32>,
|
||||
@location(3) tangent_view_position: vec3<f32>,
|
||||
@location(4) world_position: vec3<f32>,
|
||||
@location(5) world_normal: vec3<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
|
@ -67,6 +69,10 @@ fn vs_main(
|
|||
out.tangent_position = tangent_matrix * world_position.xyz;
|
||||
out.tangent_light_position = tangent_matrix * light.position;
|
||||
out.tangent_view_position = tangent_matrix * camera.position.xyz;
|
||||
|
||||
out.world_normal = world_normal.xyz;
|
||||
out.world_position = world_position.xyz;
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -82,6 +88,7 @@ var t_normal: texture_2d<f32>;
|
|||
@group(0) @binding(3)
|
||||
var s_normal: sampler;
|
||||
|
||||
// TODO: fix using tangent space and normal texture instead of world
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||
|
@ -89,21 +96,30 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
|
||||
// lighting vecs
|
||||
let tangent_normal = object_normal.xyz * 2.0 - 1.0;
|
||||
let light_dir = normalize(in.tangent_light_position - in.tangent_position);
|
||||
let view_dir = normalize(in.tangent_view_position - in.tangent_position);
|
||||
// let light_dir = normalize(in.tangent_light_position - in.tangent_position);
|
||||
var light_dir = light.position - in.world_position;
|
||||
let light_dist = length(light_dir);
|
||||
light_dir = normalize(light_dir);
|
||||
let coef_a = 0.0;
|
||||
let coef_b = 1.25;
|
||||
let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
|
||||
// let view_dir = normalize(in.tangent_view_position - in.tangent_position);
|
||||
let view_dir = normalize(camera.position.xyz - in.world_position);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
|
||||
// ambient
|
||||
let ambient_strength = 0.025;
|
||||
let ambient_color = light.color * ambient_strength;
|
||||
let ambient_color = vec3(1.0) * ambient_strength;
|
||||
|
||||
// diffuse
|
||||
let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||
let diffuse_color = light.color * diffuse_strength;
|
||||
// let diffuse_strength = max(dot(tangent_normal, light_dir), 0.0);
|
||||
let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
|
||||
let diffuse_color = diffuse_strength * light.color.xyz * light.color.w * light_attenuation;
|
||||
|
||||
// specular
|
||||
let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
||||
let specular_color = specular_strength * light.color;
|
||||
// let specular_strength = pow(max(dot(tangent_normal, half_dir), 0.0), 32.0);
|
||||
let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
|
||||
let specular_color = specular_strength * light.color.xyz * light.color.w * light_attenuation;
|
||||
|
||||
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue