lighting, blinn-phong
This commit is contained in:
parent
b741202111
commit
89789d5f4a
7 changed files with 420 additions and 103 deletions
|
@ -53,12 +53,6 @@ impl Camera {
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return cgmath::Matrix4::look_to_rh(self.position, forward, up);
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}
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pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = self.get_view_matrix();
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let proj = self.projection.get_matrix();
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return proj * view;
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}
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pub fn get_vecs(
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&self,
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) -> (
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@ -72,33 +66,28 @@ impl Camera {
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let forward =
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cgmath::Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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let right = cgmath::Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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let up = forward.cross(right);
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let up = right.cross(forward);
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return (forward, right, up);
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}
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pub fn update(&mut self, dt: Duration, controller: &CameraController) {
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let dt = dt.as_secs_f32();
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self.pitch = clamp(
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self.pitch + controller.deltay * controller.sensitivity * 0.022,
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self.pitch - controller.deltay * controller.sensitivity * 0.022,
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-89.0,
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89.0,
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);
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self.yaw -= controller.deltax * controller.sensitivity * 0.022;
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self.yaw += controller.deltax * controller.sensitivity * 0.022;
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self.yaw = self.yaw % 360.0;
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if self.yaw < 0.0 {
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self.yaw = 360.0 + self.yaw;
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}
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println!(
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"pitch: {:.6}, yaw: {:.6}, dt: {:.6}",
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self.pitch, self.yaw, dt
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);
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let (forward, right, up) = self.get_vecs();
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self.position +=
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forward * (controller.move_forward - controller.move_backward) * controller.speed * dt;
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// FIXME -right
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self.position +=
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-right * (controller.move_right - controller.move_left) * controller.speed * dt;
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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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}
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}
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@ -106,19 +95,25 @@ impl Camera {
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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pub view_proj: [[f32; 4]; 4],
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pub view: [[f32; 4]; 4],
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pub proj: [[f32; 4]; 4],
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pub position: [f32; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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view_proj: cgmath::Matrix4::identity().into(),
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view: cgmath::Matrix4::identity().into(),
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proj: cgmath::Matrix4::identity().into(),
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position: [0.0; 4],
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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pub fn update(&mut self, camera: &Camera) {
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self.view = camera.get_view_matrix().into();
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self.proj = camera.projection.get_matrix().into();
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self.position = camera.position.to_homogeneous().into();
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}
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}
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109
src/core/light.rs
Normal file
109
src/core/light.rs
Normal file
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@ -0,0 +1,109 @@
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use std::ops::Range;
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use super::model::{Mesh, Model};
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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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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}
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impl LightUniform {
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pub fn new(position: [f32; 3], color: [f32; 3]) -> 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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pub trait DrawLight<'a> {
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fn draw_light_mesh(
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&mut self,
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mesh: &'a Mesh,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_light_mesh_instanced(
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&mut self,
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mesh: &'a Mesh,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_light_model(
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&mut self,
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model: &'a Model,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_light_model_instanced(
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&mut self,
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model: &'a Model,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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}
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impl<'a, 'b> DrawLight<'b> for wgpu::RenderPass<'a>
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where
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'b: 'a,
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{
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fn draw_light_mesh(
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&mut self,
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mesh: &'b Mesh,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_light_mesh_instanced(mesh, 0..1, camera_bind_group, light_bind_group);
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}
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fn draw_light_mesh_instanced(
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&mut self,
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mesh: &'b Mesh,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.set_bind_group(0, camera_bind_group, &[]);
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self.set_bind_group(1, light_bind_group, &[]);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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fn draw_light_model(
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&mut self,
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model: &'b Model,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_light_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
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}
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fn draw_light_model_instanced(
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&mut self,
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model: &'b Model,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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for mesh in &model.meshes {
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self.draw_light_mesh_instanced(
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mesh,
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instances.clone(),
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camera_bind_group,
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light_bind_group,
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);
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}
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}
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}
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@ -1,5 +1,6 @@
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pub mod camera;
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pub mod instance;
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pub mod light;
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pub mod model;
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pub mod resources;
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pub mod state;
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@ -66,6 +66,7 @@ pub trait DrawModel<'a> {
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mesh: &'a Mesh,
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material: &'a Material,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_mesh_instanced(
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&mut self,
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@ -73,13 +74,21 @@ pub trait DrawModel<'a> {
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material: &'a Material,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_model(
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&mut self,
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model: &'a Model,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
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fn draw_model_instanced(
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&mut self,
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model: &'a Model,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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light_bind_group: &'a wgpu::BindGroup,
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);
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}
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@ -92,8 +101,9 @@ where
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mesh: &'b Mesh,
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material: &'b Material,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group);
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self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group, light_bind_group);
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}
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fn draw_mesh_instanced(
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@ -102,16 +112,23 @@ where
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material: &'b Material,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.set_bind_group(0, &material.bind_group, &[]);
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self.set_bind_group(1, camera_bind_group, &[]);
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self.set_bind_group(2, light_bind_group, &[]);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) {
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self.draw_model_instanced(model, 0..1, camera_bind_group);
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fn draw_model(
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&mut self,
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model: &'b Model,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_model_instanced(model, 0..1, camera_bind_group, light_bind_group);
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}
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fn draw_model_instanced(
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@ -119,10 +136,17 @@ where
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model: &'b Model,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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light_bind_group: &'b wgpu::BindGroup,
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) {
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for mesh in &model.meshes {
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let material = &model.materials[mesh.material];
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self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
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self.draw_mesh_instanced(
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mesh,
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material,
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instances.clone(),
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camera_bind_group,
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light_bind_group,
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);
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}
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}
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}
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@ -1,11 +1,12 @@
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use cgmath::prelude::*;
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use std::time::Duration;
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use wgpu::{include_wgsl, util::DeviceExt};
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use wgpu::util::DeviceExt;
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use winit::{event::*, window::Window};
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use super::camera::{Camera, CameraController, CameraUniform};
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use super::instance::{Instance, InstanceRaw};
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use super::light::{DrawLight, LightUniform};
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use super::model::{DrawModel, Model, ModelVertex, Vertex};
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use super::resources;
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use super::texture::Texture;
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@ -29,6 +30,10 @@ pub struct State {
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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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light_uniform: LightUniform,
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light_buffer: wgpu::Buffer,
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light_render_pipeline: wgpu::RenderPipeline,
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light_bind_group: wgpu::BindGroup,
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}
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impl State {
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@ -71,7 +76,7 @@ impl State {
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// Camera
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let camera = Camera::new(
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(0.0, 0.0, 0.0).into(),
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(0.0, 4.0, -4.0).into(),
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0.0,
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0.0,
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60.0,
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@ -79,7 +84,7 @@ impl State {
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);
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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camera_uniform.update(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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@ -90,7 +95,7 @@ impl State {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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@ -111,6 +116,39 @@ impl State {
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let camera_controller = CameraController::new(1.0, 2.0);
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let light_uniform = LightUniform::new([2.0, 4.0, 2.0], [1.0, 1.0, 1.0]);
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// We'll want to update our lights position, so we use COPY_DST
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let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Light VB"),
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contents: bytemuck::cast_slice(&[light_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let light_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: None,
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});
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let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: light_buffer.as_entire_binding(),
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}],
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label: None,
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});
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surface.configure(&device, &config);
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let texture_bind_group_layout =
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@ -175,62 +213,49 @@ impl State {
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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// let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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// label: Some("Shader"),
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// source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
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// });
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let shader = device.create_shader_module(include_wgsl!("../shaders/test.wgsl"));
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let render_pipeline = {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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&light_bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Normal Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
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};
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create_render_pipeline(
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&device,
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&layout,
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config.format,
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Some(Texture::DEPTH_FORMAT),
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&[ModelVertex::desc(), InstanceRaw::desc()],
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shader,
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)
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};
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
});
|
||||
let light_render_pipeline = {
|
||||
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Light Pipeline Layout"),
|
||||
bind_group_layouts: &[&camera_bind_group_layout, &light_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
let shader = wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Light Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/light.wgsl").into()),
|
||||
};
|
||||
create_render_pipeline(
|
||||
&device,
|
||||
&layout,
|
||||
config.format,
|
||||
Some(Texture::DEPTH_FORMAT),
|
||||
&[ModelVertex::desc()],
|
||||
shader,
|
||||
)
|
||||
};
|
||||
|
||||
return Self {
|
||||
size,
|
||||
|
@ -248,6 +273,10 @@ impl State {
|
|||
instance_buffer,
|
||||
depth_texture,
|
||||
obj_model,
|
||||
light_uniform,
|
||||
light_buffer,
|
||||
light_render_pipeline,
|
||||
light_bind_group,
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -276,14 +305,25 @@ impl State {
|
|||
}
|
||||
|
||||
pub fn update(&mut self, dt: Duration) {
|
||||
// Update camera
|
||||
self.camera.update(dt, &self.camera_controller);
|
||||
self.camera_controller.reset(false);
|
||||
self.camera_uniform.update_view_proj(&self.camera);
|
||||
self.camera_uniform.update(&self.camera);
|
||||
self.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_uniform]),
|
||||
);
|
||||
|
||||
// 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();
|
||||
self.queue.write_buffer(
|
||||
&self.light_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.light_uniform]),
|
||||
);
|
||||
}
|
||||
|
||||
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
|
@ -300,22 +340,19 @@ impl State {
|
|||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[
|
||||
// This is what @location(0) in the fragment shader targets
|
||||
Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.0,
|
||||
g: 0.5,
|
||||
b: 0.0,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}),
|
||||
],
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.0,
|
||||
g: 0.0,
|
||||
b: 0.0,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_texture.view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
|
@ -330,10 +367,19 @@ impl State {
|
|||
|
||||
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
|
||||
render_pass.set_pipeline(&self.light_render_pipeline);
|
||||
render_pass.draw_light_model(
|
||||
&self.obj_model,
|
||||
&self.camera_bind_group,
|
||||
&self.light_bind_group,
|
||||
);
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.draw_model_instanced(
|
||||
&self.obj_model,
|
||||
0..self.instances.len() as u32,
|
||||
&self.camera_bind_group,
|
||||
&self.light_bind_group,
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -344,3 +390,61 @@ impl State {
|
|||
return Ok(());
|
||||
}
|
||||
}
|
||||
|
||||
fn create_render_pipeline(
|
||||
device: &wgpu::Device,
|
||||
layout: &wgpu::PipelineLayout,
|
||||
color_format: wgpu::TextureFormat,
|
||||
depth_format: Option<wgpu::TextureFormat>,
|
||||
vertex_layouts: &[wgpu::VertexBufferLayout],
|
||||
shader: wgpu::ShaderModuleDescriptor,
|
||||
) -> wgpu::RenderPipeline {
|
||||
let shader = device.create_shader_module(shader);
|
||||
|
||||
return device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
buffers: vertex_layouts,
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: color_format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
alpha: wgpu::BlendComponent::REPLACE,
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
}),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
|
||||
format,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
});
|
||||
}
|
||||
|
|
43
src/shaders/light.wgsl
Normal file
43
src/shaders/light.wgsl
Normal file
|
@ -0,0 +1,43 @@
|
|||
// Vertex shader
|
||||
|
||||
struct Camera {
|
||||
view: mat4x4<f32>,
|
||||
proj: mat4x4<f32>,
|
||||
position: vec4<f32>,
|
||||
}
|
||||
@group(0) @binding(0)
|
||||
var<uniform> camera: Camera;
|
||||
|
||||
struct Light {
|
||||
position: vec3<f32>,
|
||||
color: vec3<f32>,
|
||||
}
|
||||
@group(1) @binding(0)
|
||||
var<uniform> light: Light;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) color: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
) -> VertexOutput {
|
||||
let scale = 0.25;
|
||||
var out: VertexOutput;
|
||||
out.clip_position = camera.proj * camera.view * vec4<f32>(model.position * scale + light.position, 1.0);
|
||||
out.color = light.color;
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
}
|
|
@ -3,24 +3,36 @@ struct InstanceInput {
|
|||
@location(6) model_matrix_1: vec4<f32>,
|
||||
@location(7) model_matrix_2: vec4<f32>,
|
||||
@location(8) model_matrix_3: vec4<f32>,
|
||||
};
|
||||
}
|
||||
|
||||
// Vertex shader
|
||||
|
||||
struct CameraUniform {
|
||||
view_proj: mat4x4<f32>,
|
||||
};
|
||||
view: mat4x4<f32>,
|
||||
proj: mat4x4<f32>,
|
||||
position: vec4<f32>,
|
||||
}
|
||||
@group(1) @binding(0)
|
||||
var<uniform> camera: CameraUniform;
|
||||
|
||||
struct Light {
|
||||
position: vec3<f32>,
|
||||
color: vec3<f32>,
|
||||
}
|
||||
@group(2) @binding(0)
|
||||
var<uniform> light: Light;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) tex_coords: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
@location(1) world_normal: vec3<f32>,
|
||||
@location(2) world_position: vec3<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
|
@ -34,11 +46,20 @@ fn vs_main(
|
|||
instance.model_matrix_2,
|
||||
instance.model_matrix_3,
|
||||
);
|
||||
|
||||
var out: VertexOutput;
|
||||
|
||||
out.tex_coords = model.tex_coords;
|
||||
out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
|
||||
|
||||
out.world_normal = normalize((model_matrix * vec4<f32>(model.normal, 0.0)).xyz);
|
||||
|
||||
var world_position: vec4<f32> = model_matrix * vec4<f32>(model.position, 1.0);
|
||||
out.world_position = world_position.xyz;
|
||||
|
||||
out.clip_position = camera.proj * camera.view * world_position;
|
||||
|
||||
return out;
|
||||
}
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
|
@ -49,5 +70,25 @@ var s_diffuse: sampler;
|
|||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
|
||||
|
||||
let light_dir = normalize(light.position - in.world_position);
|
||||
|
||||
// ambient
|
||||
let ambient_strength = 0.05;
|
||||
let ambient_color = light.color * ambient_strength;
|
||||
|
||||
// diffuse
|
||||
let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
|
||||
let diffuse_color = light.color * diffuse_strength;
|
||||
|
||||
// specular
|
||||
let view_dir = normalize(camera.position.xyz - in.world_position);
|
||||
let half_dir = normalize(view_dir + light_dir);
|
||||
let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
|
||||
let specular_color = specular_strength * light.color;
|
||||
|
||||
let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
||||
|
||||
return vec4<f32>(result, object_color.a);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue