WIP shadowmapping
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parent
43b4eaf5ab
commit
c5e32a830d
7 changed files with 145 additions and 91 deletions
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@ -1,4 +1,5 @@
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use cgmath::prelude::*;
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use std::num::NonZeroU32;
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use std::time::Duration;
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use wgpu::util::DeviceExt;
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@ -35,7 +36,7 @@ pub struct State {
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light_debug_pass: RenderPass,
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light_bind_group: wgpu::BindGroup,
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light_depth_pass: RenderPass,
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light_depth_texture: Texture,
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light_depth_textures: [Texture; 6],
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}
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impl State {
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@ -57,7 +58,8 @@ impl State {
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::empty(),
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features: wgpu::Features::TEXTURE_BINDING_ARRAY
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| wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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@ -128,13 +130,34 @@ impl State {
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&config,
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"depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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1,
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);
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let light_depth_texture = Texture::create_depth_texture(
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&device,
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&config,
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"light_depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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let light_depth_textures: [Texture; 6] = (0..6)
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.map(|i| {
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Texture::create_depth_texture(
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&device,
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&config,
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format!("light_depth_texture_{}", i).as_str(),
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Some(wgpu::CompareFunction::LessEqual),
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1,
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)
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})
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.collect::<Vec<_>>()
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.try_into()
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.expect("failed to create light depth textures");
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let light_depth_texture_views: [&wgpu::TextureView; 6] = (0..6)
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.map(|i| &light_depth_textures[i].view)
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.collect::<Vec<_>>()
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.try_into()
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.expect("failed to create light depth texture views");
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let light_depth_texture_samplers: [&wgpu::Sampler; 6] = (0..6)
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.map(|i| &light_depth_textures[i].sampler)
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.collect::<Vec<_>>()
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.try_into()
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.expect("failed to create light depth texture samplers");
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let light_uniform = LightUniform::new([100.0, 60.0, 0.0], [1.0, 1.0, 1.0, 200000.0]);
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@ -148,6 +171,7 @@ impl State {
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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: &[
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// LightUniform
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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@ -167,13 +191,13 @@ impl State {
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Depth,
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},
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count: None,
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count: NonZeroU32::new(6),
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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count: NonZeroU32::new(6),
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},
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],
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label: Some("Light Bind Group Layout"),
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@ -188,11 +212,11 @@ impl State {
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&light_depth_texture.view),
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resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&light_depth_texture.sampler),
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resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
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},
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],
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label: Some("Light Bind Group"),
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@ -351,7 +375,7 @@ impl State {
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light_debug_pass,
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light_bind_group,
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light_depth_pass,
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light_depth_texture,
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light_depth_textures,
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}
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}
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@ -369,13 +393,17 @@ impl State {
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&self.config,
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"depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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1,
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);
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self.light_depth_texture = Texture::create_depth_texture(
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&self.device,
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&self.config,
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"light_depth_texture",
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Some(wgpu::CompareFunction::LessEqual),
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);
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for i in 0..6 {
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self.light_depth_textures[i] = Texture::create_depth_texture(
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&self.device,
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&self.config,
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format!("light_depth_texture_{}", i).as_str(),
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Some(wgpu::CompareFunction::LessEqual),
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1,
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);
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}
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}
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}
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@ -422,14 +450,20 @@ impl State {
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label: Some("Render Encoder"),
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});
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/*
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{
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for i in 0..6 {
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self.light_uniform.active_matrix = i as u32;
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self.queue.write_buffer(
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&self.light_buffer,
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0,
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bytemuck::cast_slice(&[self.light_uniform]),
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);
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let mut light_depth_render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Light Depth Render Pass"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.light_depth_texture.view,
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view: &self.light_depth_textures[i].view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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light_depth_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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light_depth_render_pass.set_pipeline(&self.light_depth_pass.pipeline);
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// TODO separate func
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light_depth_render_pass.draw_model_instanced(
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&self.model,
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&self.light_model,
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0..self.instances.len() as u32,
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&self.camera_bind_group, // TODO light projection
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&self.light_bind_group, // TODO remove
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&self.camera_bind_group,
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&self.light_bind_group,
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);
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}
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*/
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{
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let mut geom_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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