render iteration
This commit is contained in:
550
src/snow_light.rs
Normal file
550
src/snow_light.rs
Normal file
@@ -0,0 +1,550 @@
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use bytemuck::{Pod, Zeroable};
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use glam::{Vec2, Vec3};
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use wgpu::util::DeviceExt;
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct AccumulationUniforms
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{
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terrain_min_xz: [f32; 2],
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terrain_max_xz: [f32; 2],
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decay_rate: f32,
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delta_time: f32,
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spotlight_count: u32,
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_padding: u32,
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light_view_projection: [[f32; 4]; 4],
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shadow_bias: f32,
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terrain_height_scale: f32,
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_padding3: f32,
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_padding4: f32,
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spotlights: [crate::render::SpotlightRaw; crate::render::MAX_SPOTLIGHTS],
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}
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pub struct SnowLightAccumulation
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{
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texture_ping: wgpu::Texture,
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texture_pong: wgpu::Texture,
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view_ping: wgpu::TextureView,
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view_pong: wgpu::TextureView,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group_ping: Option<wgpu::BindGroup>,
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bind_group_pong: Option<wgpu::BindGroup>,
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uniform_buffer: wgpu::Buffer,
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pipeline: wgpu::RenderPipeline,
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quad_vb: wgpu::Buffer,
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quad_ib: wgpu::Buffer,
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quad_num_indices: u32,
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current: bool,
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needs_clear: bool,
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terrain_min: Vec2,
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terrain_max: Vec2,
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pub decay_rate: f32,
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}
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impl SnowLightAccumulation
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{
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pub fn new(
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device: &wgpu::Device,
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terrain_min: Vec2,
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terrain_max: Vec2,
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resolution: u32,
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) -> Self
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{
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let size = wgpu::Extent3d {
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width: resolution,
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height: resolution,
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depth_or_array_layers: 1,
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};
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let texture_desc = wgpu::TextureDescriptor {
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label: Some("Snow Light Accumulation"),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R16Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let texture_ping = device.create_texture(&texture_desc);
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let texture_pong = device.create_texture(&texture_desc);
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let view_ping = texture_ping.create_view(&wgpu::TextureViewDescriptor::default());
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let view_pong = texture_pong.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Snow Light Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Snow Light Accumulation Uniforms"),
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size: std::mem::size_of::<AccumulationUniforms>() as wgpu::BufferAddress,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Snow Light Accumulation Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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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::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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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 5,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 6,
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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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},
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wgpu::BindGroupLayoutEntry {
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binding: 7,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 8,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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],
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});
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let compiler = wesl::Wesl::new("src/shaders");
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let shader_source = compiler
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.compile(&"package::snow_light_accumulation".parse().unwrap())
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.inspect_err(|e| eprintln!("WESL error: {e}"))
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.unwrap()
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.to_string();
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Snow Light Accumulation Shader"),
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source: wgpu::ShaderSource::Wgsl(shader_source.into()),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Snow Light Accumulation Pipeline Layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Snow Light Accumulation Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: wgpu::TextureFormat::R16Float,
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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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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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});
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let vertices: &[f32] = &[
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-1.0, -1.0, 0.0, 1.0,
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3.0, -1.0, 2.0, 1.0,
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-1.0, 3.0, 0.0, -1.0,
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];
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let quad_vb = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Snow Light Quad VB"),
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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 indices: &[u16] = &[0, 1, 2];
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let quad_ib = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Snow Light Quad IB"),
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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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Self {
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texture_ping,
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texture_pong,
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view_ping,
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view_pong,
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bind_group_layout,
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bind_group_ping: None,
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bind_group_pong: None,
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uniform_buffer,
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pipeline,
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quad_vb,
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quad_ib,
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quad_num_indices: 3,
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current: false,
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needs_clear: true,
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terrain_min,
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terrain_max,
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decay_rate: 0.015,
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}
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}
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pub fn clear(&self, encoder: &mut wgpu::CommandEncoder)
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{
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Clear Snow Light Ping"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &self.view_ping,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: wgpu::StoreOp::Store,
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},
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depth_slice: None,
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Clear Snow Light Pong"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &self.view_pong,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: wgpu::StoreOp::Store,
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},
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depth_slice: None,
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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}
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pub fn set_heightmap(
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&mut self,
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device: &wgpu::Device,
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heightmap_view: &wgpu::TextureView,
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heightmap_sampler: &wgpu::Sampler,
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shadow_map_view: &wgpu::TextureView,
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shadow_sampler: &wgpu::Sampler,
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snow_depth_view: &wgpu::TextureView,
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snow_depth_sampler: &wgpu::Sampler,
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)
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{
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Snow Light Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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self.bind_group_ping = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Snow Light Accumulation Bind Group Ping"),
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layout: &self.bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&self.view_pong),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: self.uniform_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(heightmap_view),
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},
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wgpu::BindGroupEntry {
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binding: 4,
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resource: wgpu::BindingResource::Sampler(heightmap_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 5,
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resource: wgpu::BindingResource::TextureView(shadow_map_view),
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},
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wgpu::BindGroupEntry {
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binding: 6,
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resource: wgpu::BindingResource::Sampler(shadow_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 7,
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resource: wgpu::BindingResource::TextureView(snow_depth_view),
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},
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wgpu::BindGroupEntry {
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binding: 8,
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resource: wgpu::BindingResource::Sampler(snow_depth_sampler),
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},
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],
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}));
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self.bind_group_pong = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Snow Light Accumulation Bind Group Pong"),
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layout: &self.bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&self.view_ping),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: self.uniform_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(heightmap_view),
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},
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wgpu::BindGroupEntry {
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binding: 4,
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resource: wgpu::BindingResource::Sampler(heightmap_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 5,
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resource: wgpu::BindingResource::TextureView(shadow_map_view),
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},
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wgpu::BindGroupEntry {
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binding: 6,
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resource: wgpu::BindingResource::Sampler(shadow_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 7,
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resource: wgpu::BindingResource::TextureView(snow_depth_view),
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},
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wgpu::BindGroupEntry {
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binding: 8,
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resource: wgpu::BindingResource::Sampler(snow_depth_sampler),
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},
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],
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}));
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}
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pub fn render(
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&mut self,
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encoder: &mut wgpu::CommandEncoder,
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queue: &wgpu::Queue,
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spotlights: &[crate::render::Spotlight],
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delta_time: f32,
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light_view_projection: &glam::Mat4,
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shadow_bias: f32,
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terrain_height_scale: f32,
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)
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{
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if self.needs_clear
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{
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self.clear(encoder);
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self.needs_clear = false;
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}
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let mut spotlight_array = [crate::render::SpotlightRaw::default(); crate::render::MAX_SPOTLIGHTS];
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for (i, spotlight) in spotlights.iter().take(crate::render::MAX_SPOTLIGHTS).enumerate()
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{
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spotlight_array[i] = spotlight.to_raw();
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}
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let uniforms = AccumulationUniforms {
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terrain_min_xz: self.terrain_min.to_array(),
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terrain_max_xz: self.terrain_max.to_array(),
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decay_rate: self.decay_rate,
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delta_time,
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spotlight_count: spotlights.len().min(crate::render::MAX_SPOTLIGHTS) as u32,
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_padding: 0,
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light_view_projection: light_view_projection.to_cols_array_2d(),
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shadow_bias,
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terrain_height_scale,
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_padding3: 0.0,
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_padding4: 0.0,
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spotlights: spotlight_array,
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};
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queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
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let write_view = if self.current { &self.view_ping } else { &self.view_pong };
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let bind_group = if self.current { self.bind_group_ping.as_ref() } else { self.bind_group_pong.as_ref() };
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let Some(bind_group) = bind_group else {
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return;
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};
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|
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Snow Light Accumulation Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
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view: write_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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||||
store: wgpu::StoreOp::Store,
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||||
},
|
||||
depth_slice: None,
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.pipeline);
|
||||
render_pass.set_bind_group(0, bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.quad_vb.slice(..));
|
||||
render_pass.set_index_buffer(self.quad_ib.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..self.quad_num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
self.current = !self.current;
|
||||
}
|
||||
|
||||
pub fn read_view(&self) -> &wgpu::TextureView
|
||||
{
|
||||
if self.current { &self.view_pong } else { &self.view_ping }
|
||||
}
|
||||
|
||||
pub fn create_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout
|
||||
{
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Snow Persistent Light Bind Group Layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
|
||||
pub fn create_read_bind_group(
|
||||
&self,
|
||||
device: &wgpu::Device,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> wgpu::BindGroup
|
||||
{
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
label: Some("Snow Persistent Light Sampler"),
|
||||
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||
mag_filter: wgpu::FilterMode::Linear,
|
||||
min_filter: wgpu::FilterMode::Linear,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("Snow Persistent Light Bind Group"),
|
||||
layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(self.read_view()),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
],
|
||||
})
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user