feat(renderer): add Blinn-Phong shader, light uniforms, mesh pipeline

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-24 19:50:51 +09:00
parent ffd6d3786b
commit 04ca5df062
4 changed files with 160 additions and 1 deletions

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@@ -1,4 +1,5 @@
pub mod gpu; pub mod gpu;
pub mod light;
pub mod obj; pub mod obj;
pub mod pipeline; pub mod pipeline;
pub mod vertex; pub mod vertex;
@@ -6,5 +7,6 @@ pub mod mesh;
pub mod camera; pub mod camera;
pub use gpu::{GpuContext, DEPTH_FORMAT}; pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform};
pub use mesh::Mesh; pub use mesh::Mesh;
pub use camera::{Camera, FpsController}; pub use camera::{Camera, FpsController};

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@@ -0,0 +1,41 @@
use bytemuck::{Pod, Zeroable};
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
pub struct CameraUniform {
pub view_proj: [[f32; 4]; 4],
pub model: [[f32; 4]; 4],
pub camera_pos: [f32; 3],
pub _padding: f32,
}
impl CameraUniform {
pub fn new() -> Self {
Self {
view_proj: [[1.0,0.0,0.0,0.0],[0.0,1.0,0.0,0.0],[0.0,0.0,1.0,0.0],[0.0,0.0,0.0,1.0]],
model: [[1.0,0.0,0.0,0.0],[0.0,1.0,0.0,0.0],[0.0,0.0,1.0,0.0],[0.0,0.0,0.0,1.0]],
camera_pos: [0.0; 3],
_padding: 0.0,
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
pub struct LightUniform {
pub direction: [f32; 3],
pub _padding1: f32,
pub color: [f32; 3],
pub ambient_strength: f32,
}
impl LightUniform {
pub fn new() -> Self {
Self {
direction: [0.0, -1.0, -1.0],
_padding1: 0.0,
color: [1.0, 1.0, 1.0],
ambient_strength: 0.1,
}
}
}

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@@ -0,0 +1,57 @@
struct CameraUniform {
view_proj: mat4x4<f32>,
model: mat4x4<f32>,
camera_pos: vec3<f32>,
};
struct LightUniform {
direction: vec3<f32>,
color: vec3<f32>,
ambient_strength: f32,
};
@group(0) @binding(0) var<uniform> camera: CameraUniform;
@group(0) @binding(1) var<uniform> light: LightUniform;
@group(1) @binding(0) var t_diffuse: texture_2d<f32>;
@group(1) @binding(1) var s_diffuse: sampler;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) uv: vec2<f32>,
};
@vertex
fn vs_main(model_v: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_pos = camera.model * vec4<f32>(model_v.position, 1.0);
out.world_pos = world_pos.xyz;
out.world_normal = (camera.model * vec4<f32>(model_v.normal, 0.0)).xyz;
out.clip_position = camera.view_proj * world_pos;
out.uv = model_v.uv;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex_color = textureSample(t_diffuse, s_diffuse, in.uv);
let normal = normalize(in.world_normal);
let light_dir = normalize(-light.direction);
let ambient = light.ambient_strength * light.color;
let diff = max(dot(normal, light_dir), 0.0);
let diffuse = diff * light.color;
let view_dir = normalize(camera.camera_pos - in.world_pos);
let half_dir = normalize(light_dir + view_dir);
let spec = pow(max(dot(normal, half_dir), 0.0), 32.0);
let specular = spec * light.color * 0.5;
let result = (ambient + diffuse + specular) * tex_color.rgb;
return vec4<f32>(result, tex_color.a);
}

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@@ -1,4 +1,5 @@
use crate::vertex::Vertex; use crate::vertex::{Vertex, MeshVertex};
use crate::gpu::DEPTH_FORMAT;
pub fn create_render_pipeline( pub fn create_render_pipeline(
device: &wgpu::Device, device: &wgpu::Device,
@@ -53,3 +54,61 @@ pub fn create_render_pipeline(
cache: None, cache: None,
}) })
} }
pub fn create_mesh_pipeline(
device: &wgpu::Device,
format: wgpu::TextureFormat,
camera_light_layout: &wgpu::BindGroupLayout,
texture_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Mesh Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("mesh_shader.wgsl").into()),
});
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Mesh Pipeline Layout"),
bind_group_layouts: &[camera_light_layout, texture_layout],
immediate_size: 0,
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Mesh Pipeline"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[MeshVertex::LAYOUT],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: DEPTH_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_mask: None,
cache: None,
})
}