target views

deferred
mitchellhansen 4 years ago
parent bd2e2557b8
commit 8cc76b7052

@ -326,7 +326,7 @@ impl RenderState {
mapped_at_creation: false,
});
// Pretty sure this is the camera projction
// Uniform bind group for the view matrix
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("g-buffer input pass bindgroup layout (cam)"),
@ -372,7 +372,7 @@ impl RenderState {
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow"),
label: Some("g-buffer"),
layout: Some(&pipeline_layout),
vertex: VertexState {
@ -447,14 +447,6 @@ impl RenderState {
mapped_at_creation: false,
});
// Holds the shadow uniforms, which is just a 4 vec of quaternians
let g_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("shadow_pass_g_buffer"),
size: uniform_size,
usage: wgpu::BufferUsage::STORAGE | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
@ -778,7 +770,8 @@ impl RenderState {
label: Some("g-buffer depth texture"),
});
let mut g_buffer_depth_texture_views = (0..2)
// I need one of these for each of the g-buffer elements I'm calculating
let mut g_buffer_depth_texture_views = (0..4)
.map(|i| {
Arc::new(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("g-buffer depth texture"),

@ -1,30 +1,30 @@
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
use std::cell::RefCell;
use std::iter::Chain;
use std::slice::Iter;
use std::sync::{Arc, Mutex};
use std::thread::current;
use std::time::Duration;
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
use bytemuck::__core::mem;
use bytemuck::{Pod, Zeroable};
use bytemuck::__core::mem;
use cgmath::{
vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
Transform, Vector3,
Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3, Transform,
vec3, Vector3,
};
use futures::executor::LocalPool;
use imgui::sys::ImGuiContext;
use imgui::*;
use imgui::sys::ImGuiContext;
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
use legion::world::SubWorld;
use legion::*;
use legion::world::SubWorld;
use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt;
use wgpu::{
BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame,
TextureView, VertexState,
};
use wgpu::util::DeviceExt;
use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window;
@ -35,8 +35,8 @@ use crate::current_ui;
use crate::geometry::{load_obj, Vertex};
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::light::{DirectionalLight, LightRaw};
use crate::render::{EntityUniforms, ForwardUniforms, insert_debug_marker_checked, pop_debug_group_checked, push_debug_group_checked};
use crate::render::state::RenderState;
use crate::render::{insert_debug_marker_checked, pop_debug_group_checked, push_debug_group_checked, EntityUniforms, ForwardUniforms};
#[system]
#[write_component(Camera)]
@ -79,11 +79,12 @@ fn run_imgui_render_step<G: 'static + Sized + Send + Sync>(world: &mut SubWorld,
.build(&ui, || (window_func.unwrap())(ui, v));
}
}
/// Go through each "global" window-data component and render it's data
#[system]
#[write_component(ImguiWindow<ImguiPerformanceProfilerLine>)]
#[write_component(ImguiWindow < ImguiPerformanceProfilerLine >)]
#[write_component(ImguiPerformanceProfilerLine)]
#[write_component(ImguiWindow<ImguiGenericOutputLine>)]
#[write_component(ImguiWindow < ImguiGenericOutputLine >)]
#[write_component(ImguiGenericOutputLine)]
pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
let ui = unsafe { crate::current_ui().unwrap() };
@ -174,7 +175,7 @@ pub fn render_performance_flag(world: &mut SubWorld, #[resource] loop_state: &mu
#[write_component(Camera)]
#[write_component(Position)]
#[write_component(ImguiPerformanceProfilerLine)]
#[write_component(Point3<f32>)]
#[write_component(Point3 < f32 >)]
#[write_component(Mesh)]
#[write_component(DirectionalLight)]
pub fn render_test(
@ -256,9 +257,24 @@ pub fn render_test(
// top of the shadow texture. So the attachment is a RW buffer which clears on load
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: &renderer.gbuffer_target_views.get(0).unwrap(),
resolve_target: None,
ops: Default::default(),
},
wgpu::RenderPassColorAttachmentDescriptor {
attachment: &renderer.gbuffer_target_views.get(1).unwrap(),
resolve_target: None,
ops: Default::default(),
},
wgpu::RenderPassColorAttachmentDescriptor {
attachment: &renderer.gbuffer_target_views.get(2).unwrap(),
resolve_target: None,
ops: Default::default(),
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &renderer.gbuffer_target_views.get(3).unwrap(),
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
@ -266,16 +282,17 @@ pub fn render_test(
stencil_ops: None,
}),
});
pass.set_pipeline(&renderer.shadow_pass.pipeline);
pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
for mesh in &mesh_stack {
pass.set_bind_group(1, &mesh.bind_group, &[]);
// TODO, pipe through this index format through the mesh
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
pass.set_pipeline(&renderer.gbuffer_pass.pipeline);
pass.set_bind_group(0, &renderer.gbuffer_pass.bind_group, &[]);
// for mesh in &mesh_stack {
// pass.set_bind_group(1, &mesh.bind_group, &[]);
// // TODO, pipe through this index format through the mesh
// pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
// pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
// pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
// }
}
pop_debug_group_checked(&mut encoder);

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