piping the texture attachments

deferred
mitchellhansen 4 years ago
parent afc20a0efa
commit 38d29a9303

@ -33,7 +33,7 @@ toml = "0.5.8"
cgmath = "0.18.0" cgmath = "0.18.0"
rapier3d = { version = "0.5.0", features = ["simd-nightly", "parallel"] } rapier3d = { version = "0.5.0", features = ["simd-nightly", "parallel"] }
nalgebra = "0.24.1" nalgebra = "0.24.1"
legion = "0.3.1" legion = "0.4.0"
wgpu = "0.7.0" wgpu = "0.7.0"
imgui = "0.7.0" imgui = "0.7.0"
imgui-wgpu = "0.14.0" imgui-wgpu = "0.14.0"

@ -0,0 +1,26 @@
# Texture Samplers
|GLSL sampler|OpenGL texture enum|Texture type|
|---|---|---|
gsampler1D | GL_TEXTURE_1D | 1D texture
gsampler2D | GL_TEXTURE_2D | 2D texture
gsampler3D | GL_TEXTURE_3D | 3D texture
gsamplerCube | GL_TEXTURE_CUBE_MAP | Cubemap Texture
gsampler2DRect | GL_TEXTURE_RECTANGLE | Rectangle Texture
gsampler1DArray | GL_TEXTURE_1D_ARRAY | 1D Array Texture
gsampler2DArray | GL_TEXTURE_2D_ARRAY | 2D Array Texture
gsamplerCubeArray | GL_TEXTURE_CUBE_MAP_ARRAY | Cubemap Array Texture
gsamplerBuffer | GL_TEXTURE_BUFFER | Buffer Texture
gsampler2DMS | GL_TEXTURE_2D_MULTISAMPLE | Multisample Texture
gsampler2DMSArray | GL_TEXTURE_2D_MULTISAMPLE_ARRAY | Multisample Array Texture
# Shadow Samplers
|GLSL sampler|OpenGL texture enum|
|---|---|
sampler1DShadow | GL_TEXTURE_1D
sampler2DShadow | GL_TEXTURE_2D
samplerCubeShadow | GL_TEXTURE_CUBE_MAP
sampler2DRectShadow | GL_TEXTURE_RECTANGLE
sampler1DArrayShadow | GL_TEXTURE_1D_ARRAY
sampler2DArrayShadow | GL_TEXTURE_2D_ARRAY
samplerCubeArrayShadow | GL_TEXTURE_CUBE_MAP_ARRAY

@ -1,4 +1,22 @@
#version 450 #version 450
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 2) in vec2 v_Uv;
layout(location = 0) out vec4 o_Normal;
layout(location = 1) out vec4 o_Position;
layout(location = 2) out vec4 o_Uv;
// so I need to have my 3 color attachments and 1? sampler.
layout(set = 0, binding = 1) uniform texture2DArray t_Uv;
layout(set = 0, binding = 2) uniform gsampler2D s_Uv;
// I also need my 1 depth texture and its sampler
layout(set = 0, binding = 3) uniform texture2DArray t_Shadow;
layout(set = 0, binding = 4) uniform samplerShadow s_Shadow;
void main() { void main() {
} }

@ -2,6 +2,11 @@
layout(location = 0) in vec4 a_Pos; layout(location = 0) in vec4 a_Pos;
layout(location = 0) out vec3 v_Normal;
layout(location = 1) out vec4 v_Position;
layout(location = 2) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform Globals { layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj; mat4 u_ViewProj;
}; };

@ -1,28 +1,28 @@
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
use std::cell::RefCell; use std::cell::RefCell;
use std::sync::{Arc, Mutex}; use std::sync::{Arc, Mutex};
use std::thread::current; use std::thread::current;
use std::time::Duration; use std::time::Duration;
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
use bytemuck::{Pod, Zeroable};
use bytemuck::__core::mem; use bytemuck::__core::mem;
use bytemuck::{Pod, Zeroable};
use cgmath::{ use cgmath::{
Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3, Transform, vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
vec3, Vector3, Transform, Vector3,
}; };
use futures::executor::LocalPool; use futures::executor::LocalPool;
use imgui::*;
use imgui::sys::ImGuiContext; use imgui::sys::ImGuiContext;
use imgui::*;
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig}; use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
use legion::*;
use legion::world::SubWorld; use legion::world::SubWorld;
use legion::*;
use rapier3d::parry::motion::RigidMotionComposition; use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt;
use wgpu::{ use wgpu::{
BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device, BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
Features, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, Features, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor,
SwapChainFrame, TextureView, VertexState, SwapChainFrame, TextureView, VertexState,
}; };
use wgpu::util::DeviceExt;
use winit_24::dpi::PhysicalSize; use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time; use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window; use winit_24::window::Window;
@ -39,7 +39,7 @@ use crate::render::{CameraProjectionView, EntityUniforms, ForwardUniforms, Shado
/// The uniform buf is just the ShadowUniforms or ForwardUniforms /// The uniform buf is just the ShadowUniforms or ForwardUniforms
/// They are uniform across all cu's. /// They are uniform across all cu's.
/// And the bindgroup is just the localbindgroup (the EntityUniforms) and the rest /// And the bindgroup is just the localbindgroup (the EntityUniforms) and the rest
/// ///
pub struct Pass { pub struct Pass {
pub pipeline: wgpu::RenderPipeline, pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup, pub bind_group: wgpu::BindGroup,
@ -223,7 +223,6 @@ impl RenderState {
} }
} }
// Create a render pass with the ability to add external bindings // Create a render pass with the ability to add external bindings
pub fn create_render_pass( pub fn create_render_pass(
device: &Device, device: &Device,
@ -232,8 +231,6 @@ impl RenderState {
uniform_size: u64, uniform_size: u64,
label: Option<&str>, label: Option<&str>,
) -> Option<Pass> { ) -> Option<Pass> {
// The g-buffers camera projection matrix that we stream data to // The g-buffers camera projection matrix that we stream data to
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor { let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: Some(format!("{} uniform-buffer", label.unwrap_or("unnamed")).as_str()), label: Some(format!("{} uniform-buffer", label.unwrap_or("unnamed")).as_str()),
@ -243,34 +240,31 @@ impl RenderState {
}); });
// Uniform bind group for the view matrix // Uniform bind group for the view matrix
let bind_group_layout = let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some(format!("{} bind group layout", label.unwrap_or("unnamed")).as_str()),
label: Some(format!("{} bind group layout", label.unwrap_or("unnamed")).as_str()), entries: &[wgpu::BindGroupLayoutEntry {
entries: &[wgpu::BindGroupLayoutEntry { binding: 0, // global
binding: 0, // global visibility: wgpu::ShaderStage::VERTEX,
visibility: wgpu::ShaderStage::VERTEX, ty: wgpu::BindingType::Buffer {
ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform,
ty: wgpu::BufferBindingType::Uniform, min_binding_size: wgpu::BufferSize::new(uniform_size),
min_binding_size: wgpu::BufferSize::new(uniform_size), has_dynamic_offset: false,
has_dynamic_offset: false, },
}, count: None,
count: None, }],
}], });
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some(format!("{} uniform bind group", label.unwrap_or("unnamed")).as_str()), label: Some(format!("{} uniform bind group", label.unwrap_or("unnamed")).as_str()),
layout: &bind_group_layout, layout: &bind_group_layout,
entries: &[ entries: &[wgpu::BindGroupEntry {
wgpu::BindGroupEntry { binding: 0,
binding: 0, resource: wgpu::BindingResource::Buffer {
resource: wgpu::BindingResource::Buffer { buffer: &uniform_buf,
buffer: &uniform_buf, offset: 0,
offset: 0, size: wgpu::BufferSize::new(uniform_size),
size: wgpu::BufferSize::new(uniform_size),
},
}, },
], }],
}); });
let vs_module = let vs_module =
@ -316,9 +310,7 @@ impl RenderState {
slope_scale: 2.0, slope_scale: 2.0,
clamp: 0.0, clamp: 0.0,
}, },
clamp_depth: device.features().contains( clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
wgpu::Features::DEPTH_CLAMPING
),
}), }),
multisample: wgpu::MultisampleState::default(), multisample: wgpu::MultisampleState::default(),
}); });
@ -455,16 +447,37 @@ impl RenderState {
let bind_group_layout = let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("g-buffer input pass bindgroup layout (cam)"), label: Some("g-buffer input pass bindgroup layout (cam)"),
entries: &[wgpu::BindGroupLayoutEntry { entries: &[
binding: 0, // global wgpu::BindGroupLayoutEntry {
visibility: wgpu::ShaderStage::VERTEX, binding: 0, // global
ty: wgpu::BindingType::Buffer { visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BufferBindingType::Uniform, ty: wgpu::BindingType::Buffer {
min_binding_size: wgpu::BufferSize::new(uniform_size), ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false, min_binding_size: wgpu::BufferSize::new(uniform_size),
has_dynamic_offset: false,
},
count: None,
}, },
count: None, wgpu::BindGroupLayoutEntry {
}], binding: 1, // texture2DArray
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2Array,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2, // samplerShadow
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: false,
comparison: true,
},
count: None,
},
],
}); });
//sudo rm /usr/bin/ld //sudo rm /usr/bin/ld
@ -474,16 +487,14 @@ impl RenderState {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("g-buffers uniform bind group"), label: Some("g-buffers uniform bind group"),
layout: &bind_group_layout, layout: &bind_group_layout,
entries: &[ entries: &[wgpu::BindGroupEntry {
wgpu::BindGroupEntry { binding: 0, // globals
binding: 0, resource: wgpu::BindingResource::Buffer {
resource: wgpu::BindingResource::Buffer { buffer: &uniform_buf,
buffer: &uniform_buf, offset: 0,
offset: 0, size: wgpu::BufferSize::new(uniform_size),
size: wgpu::BufferSize::new(uniform_size),
},
}, },
], }],
}); });
let vs_module = let vs_module =
@ -529,9 +540,7 @@ impl RenderState {
slope_scale: 2.0, slope_scale: 2.0,
clamp: 0.0, clamp: 0.0,
}, },
clamp_depth: device.features().contains( clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
wgpu::Features::DEPTH_CLAMPING
),
}), }),
multisample: wgpu::MultisampleState::default(), multisample: wgpu::MultisampleState::default(),
}); });
@ -543,7 +552,6 @@ impl RenderState {
} }
}; };
let shadow_pass = { let shadow_pass = {
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress; let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
@ -581,16 +589,14 @@ impl RenderState {
// Create bind group // Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout, layout: &bind_group_layout,
entries: &[ entries: &[wgpu::BindGroupEntry {
wgpu::BindGroupEntry { binding: 0,
binding: 0, resource: wgpu::BindingResource::Buffer {
resource: wgpu::BindingResource::Buffer { buffer: &uniform_buf,
buffer: &uniform_buf, offset: 0,
offset: 0, size: wgpu::BufferSize::new(uniform_size),
size: wgpu::BufferSize::new(uniform_size),
},
}, },
], }],
label: Some("Shadow uniform bind group"), label: Some("Shadow uniform bind group"),
}); });
@ -704,14 +710,18 @@ impl RenderState {
proj: *mx_projection.as_ref(), proj: *mx_projection.as_ref(),
}; };
let g_buffer_camera_projection_uniform = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let g_buffer_camera_projection_uniform =
label: Some("g-buffer camera projection uniform buffer"), device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
contents: bytemuck::bytes_of(&g_buffer_camera_projection_matrix), label: Some("g-buffer camera projection uniform buffer"),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, contents: bytemuck::bytes_of(&g_buffer_camera_projection_matrix),
}); usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let forward_pass = { let forward_pass = {
// Create pipeline layout // Create pipeline layout
let forward_uniform_size =
mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let bind_group_layout = let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[ entries: &[
@ -720,10 +730,7 @@ impl RenderState {
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT, visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer { ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform, ty: wgpu::BufferBindingType::Uniform,
min_binding_size: wgpu::BufferSize::new(mem::size_of::< min_binding_size: wgpu::BufferSize::new(forward_uniform_size),
ForwardUniforms,
>()
as _),
has_dynamic_offset: false, has_dynamic_offset: false,
}, },
count: None, count: None,
@ -739,7 +746,7 @@ impl RenderState {
count: None, count: None,
}, },
wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry {
binding: 2, binding: 2, // texture2DArray
visibility: wgpu::ShaderStage::FRAGMENT, visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture { ty: wgpu::BindingType::Texture {
multisampled: false, multisampled: false,
@ -749,7 +756,7 @@ impl RenderState {
count: None, count: None,
}, },
wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry {
binding: 3, binding: 3, // samplerShadow
visibility: wgpu::ShaderStage::FRAGMENT, visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { ty: wgpu::BindingType::Sampler {
filtering: false, filtering: false,
@ -903,21 +910,22 @@ impl RenderState {
// I need one of these for each of the g-buffer elements I'm calculating // I need one of these for each of the g-buffer elements I'm calculating
let mut g_buffer_depth_texture_views = (0..4) let mut g_buffer_depth_texture_views = (0..4)
.map(|i| { .map(|i| {
Arc::new(g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor { Arc::new(
label: Some("g-buffer depth texture"), g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
format: None, label: Some("g-buffer depth texture"),
dimension: Some(wgpu::TextureViewDimension::D2), format: None,
aspect: wgpu::TextureAspect::All, dimension: Some(wgpu::TextureViewDimension::D2),
base_mip_level: 0, aspect: wgpu::TextureAspect::All,
level_count: None, base_mip_level: 0,
base_array_layer: i as u32, level_count: None,
array_layer_count: NonZeroU32::new(1), base_array_layer: i as u32,
})) array_layer_count: NonZeroU32::new(1),
}),
)
}) })
.collect::<Vec<_>>(); .collect::<Vec<_>>();
let g_buffer_data_texture = device.create_texture(&wgpu::TextureDescriptor {
let g_buffer_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d { size: wgpu::Extent3d {
width: sc_desc.width, width: sc_desc.width,
height: sc_desc.height, height: sc_desc.height,
@ -932,18 +940,20 @@ impl RenderState {
}); });
// I need one of these for each of the g-buffer elements I'm calculating // I need one of these for each of the g-buffer elements I'm calculating
let mut g_buffer_depth_texture_views = (0..4) let mut g_buffer_data_texture_views = (0..4)
.map(|i| { .map(|i| {
Arc::new(g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor { Arc::new(
label: Some("g-buffer depth texture"), g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
format: None, label: Some("g-buffer depth texture"),
dimension: Some(wgpu::TextureViewDimension::D2), format: None,
aspect: wgpu::TextureAspect::All, dimension: Some(wgpu::TextureViewDimension::D2),
base_mip_level: 0, aspect: wgpu::TextureAspect::All,
level_count: None, base_mip_level: 0,
base_array_layer: i as u32, level_count: None,
array_layer_count: NonZeroU32::new(1), base_array_layer: i as u32,
})) array_layer_count: NonZeroU32::new(1),
}),
)
}) })
.collect::<Vec<_>>(); .collect::<Vec<_>>();
@ -958,8 +968,12 @@ impl RenderState {
RenderState { RenderState {
gbuffer_pass: g_buffer_pass, gbuffer_pass: g_buffer_pass,
gbuffer_cam_projection_buffer: g_buffer_camera_projection_uniform, gbuffer_cam_projection_buffer: g_buffer_camera_projection_uniform,
gbuffer_depth_texture: g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()), gbuffer_depth_texture: g_buffer_depth_texture
gbuffer_target_views: g_buffer_depth_texture_views, .create_view(&wgpu::TextureViewDescriptor::default()),
gbuffer_depth_views: g_buffer_depth_texture_views,
gbuffer_target_texture: g_buffer_data_texture
.create_view(&wgpu::TextureViewDescriptor::default()),
gbuffer_target_views: g_buffer_data_texture_views,
swapchain: swap_chain, swapchain: swap_chain,
queue: queue, queue: queue,
@ -968,7 +982,8 @@ impl RenderState {
lights_are_dirty: true, lights_are_dirty: true,
shadow_pass, shadow_pass,
forward_pass, forward_pass,
forward_depth: forward_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()), forward_depth: forward_depth_texture
.create_view(&wgpu::TextureViewDescriptor::default()),
entity_bind_group_layout: entity_bind_group_layout, entity_bind_group_layout: entity_bind_group_layout,
shadow_target_views: shadow_target_views, shadow_target_views: shadow_target_views,
light_uniform_buf, light_uniform_buf,

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