diff --git a/Cargo.lock b/Cargo.lock index 9ebe158..03ec285 100644 --- a/Cargo.lock +++ b/Cargo.lock @@ -989,6 +989,21 @@ dependencies = [ "winit", ] +[[package]] +name = "multi_light_demo" +version = "0.1.0" +dependencies = [ + "bytemuck", + "env_logger", + "log", + "pollster", + "voltex_math", + "voltex_platform", + "voltex_renderer", + "wgpu", + "winit", +] + [[package]] name = "naga" version = "28.0.0" @@ -1697,6 +1712,21 @@ dependencies = [ "syn", ] +[[package]] +name = "shadow_demo" +version = "0.1.0" +dependencies = [ + "bytemuck", + "env_logger", + "log", + "pollster", + "voltex_math", + "voltex_platform", + "voltex_renderer", + "wgpu", + "winit", +] + [[package]] name = "shlex" version = "1.3.0" diff --git a/Cargo.toml b/Cargo.toml index ecfa46b..1f52196 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -13,6 +13,7 @@ members = [ "examples/asset_demo", "examples/pbr_demo", "examples/multi_light_demo", + "examples/shadow_demo", ] [workspace.dependencies] diff --git a/crates/voltex_math/src/mat4.rs b/crates/voltex_math/src/mat4.rs index 5df9d7f..813c52c 100644 --- a/crates/voltex_math/src/mat4.rs +++ b/crates/voltex_math/src/mat4.rs @@ -161,6 +161,19 @@ impl Mat4 { } } + /// Orthographic projection (wgpu NDC: z [0,1]) + pub fn orthographic(left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> Self { + let rml = right - left; + let tmb = top - bottom; + let fmn = far - near; + Self::from_cols( + [2.0 / rml, 0.0, 0.0, 0.0], + [0.0, 2.0 / tmb, 0.0, 0.0], + [0.0, 0.0, -1.0 / fmn, 0.0], + [-(right + left) / rml, -(top + bottom) / tmb, -near / fmn, 1.0], + ) + } + /// Return the transpose of this matrix. pub fn transpose(&self) -> Self { let c = &self.cols; @@ -314,7 +327,18 @@ mod tests { } } - // 8. as_slice — identity diagonal + // 8. Orthographic projection + #[test] + fn test_orthographic() { + let proj = Mat4::orthographic(-10.0, 10.0, -10.0, 10.0, 0.1, 100.0); + // Center point should map to (0, 0, ~0) + let p = proj * Vec4::new(0.0, 0.0, -0.1, 1.0); + let ndc = Vec3::new(p.x / p.w, p.y / p.w, p.z / p.w); + assert!(approx_eq(ndc.x, 0.0)); + assert!(approx_eq(ndc.y, 0.0)); + } + + // 9. as_slice — identity diagonal #[test] fn test_as_slice() { let slice = Mat4::IDENTITY.as_slice(); diff --git a/examples/multi_light_demo/src/main.rs b/examples/multi_light_demo/src/main.rs index 7d2e180..899abe1 100644 --- a/examples/multi_light_demo/src/main.rs +++ b/examples/multi_light_demo/src/main.rs @@ -10,6 +10,7 @@ use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer}; use voltex_renderer::{ GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj, + ShadowMap, ShadowUniform, }; use wgpu::util::DeviceExt; @@ -33,6 +34,8 @@ struct AppState { camera_light_bind_group: wgpu::BindGroup, _texture: GpuTexture, material_bind_group: wgpu::BindGroup, + shadow_bind_group: wgpu::BindGroup, + _shadow_map: ShadowMap, input: InputState, timer: GameTimer, cam_aligned_size: u32, @@ -186,6 +189,26 @@ impl ApplicationHandler for MultiLightApp { }], }); + // Shadow resources (dummy — shadows disabled) + let shadow_map = ShadowMap::new(&gpu.device); + let shadow_layout = ShadowMap::bind_group_layout(&gpu.device); + let shadow_uniform = ShadowUniform { + light_view_proj: [[0.0; 4]; 4], + shadow_map_size: 0.0, + shadow_bias: 0.0, + _padding: [0.0; 2], + }; + let shadow_uniform_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Shadow Uniform Buffer"), + contents: bytemuck::cast_slice(&[shadow_uniform]), + usage: wgpu::BufferUsages::UNIFORM, + }); + let shadow_bind_group = shadow_map.create_bind_group( + &gpu.device, + &shadow_layout, + &shadow_uniform_buffer, + ); + // PBR pipeline let pipeline = create_pbr_pipeline( &gpu.device, @@ -193,6 +216,7 @@ impl ApplicationHandler for MultiLightApp { &cl_layout, &tex_layout, &mat_layout, + &shadow_layout, ); self.state = Some(AppState { @@ -209,6 +233,8 @@ impl ApplicationHandler for MultiLightApp { camera_light_bind_group, _texture: texture, material_bind_group, + shadow_bind_group, + _shadow_map: shadow_map, input: InputState::new(), timer: GameTimer::new(60), cam_aligned_size, @@ -493,6 +519,7 @@ impl ApplicationHandler for MultiLightApp { render_pass.set_pipeline(&state.pipeline); render_pass.set_bind_group(1, &state._texture.bind_group, &[]); + render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); // Draw 5 spheres (objects 0..4) render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..)); diff --git a/examples/pbr_demo/src/main.rs b/examples/pbr_demo/src/main.rs index 17699d9..860d167 100644 --- a/examples/pbr_demo/src/main.rs +++ b/examples/pbr_demo/src/main.rs @@ -10,6 +10,7 @@ use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer}; use voltex_renderer::{ GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, + ShadowMap, ShadowUniform, }; use wgpu::util::DeviceExt; @@ -34,6 +35,8 @@ struct AppState { camera_light_bind_group: wgpu::BindGroup, _texture: GpuTexture, material_bind_group: wgpu::BindGroup, + shadow_bind_group: wgpu::BindGroup, + _shadow_map: ShadowMap, input: InputState, timer: GameTimer, cam_aligned_size: u32, @@ -171,6 +174,26 @@ impl ApplicationHandler for PbrDemoApp { }], }); + // Shadow resources (dummy — shadows disabled) + let shadow_map = ShadowMap::new(&gpu.device); + let shadow_layout = ShadowMap::bind_group_layout(&gpu.device); + let shadow_uniform = ShadowUniform { + light_view_proj: [[0.0; 4]; 4], + shadow_map_size: 0.0, + shadow_bias: 0.0, + _padding: [0.0; 2], + }; + let shadow_uniform_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Shadow Uniform Buffer"), + contents: bytemuck::cast_slice(&[shadow_uniform]), + usage: wgpu::BufferUsages::UNIFORM, + }); + let shadow_bind_group = shadow_map.create_bind_group( + &gpu.device, + &shadow_layout, + &shadow_uniform_buffer, + ); + // PBR pipeline let pipeline = create_pbr_pipeline( &gpu.device, @@ -178,6 +201,7 @@ impl ApplicationHandler for PbrDemoApp { &cl_layout, &tex_layout, &mat_layout, + &shadow_layout, ); self.state = Some(AppState { @@ -193,6 +217,8 @@ impl ApplicationHandler for PbrDemoApp { camera_light_bind_group, _texture: texture, material_bind_group, + shadow_bind_group, + _shadow_map: shadow_map, input: InputState::new(), timer: GameTimer::new(60), cam_aligned_size, @@ -429,6 +455,7 @@ impl ApplicationHandler for PbrDemoApp { render_pass.set_pipeline(&state.pipeline); render_pass.set_bind_group(1, &state._texture.bind_group, &[]); + render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..)); render_pass.set_index_buffer( state.mesh.index_buffer.slice(..), diff --git a/examples/shadow_demo/Cargo.toml b/examples/shadow_demo/Cargo.toml new file mode 100644 index 0000000..1e156b2 --- /dev/null +++ b/examples/shadow_demo/Cargo.toml @@ -0,0 +1,15 @@ +[package] +name = "shadow_demo" +version = "0.1.0" +edition = "2021" + +[dependencies] +voltex_math.workspace = true +voltex_platform.workspace = true +voltex_renderer.workspace = true +wgpu.workspace = true +winit.workspace = true +bytemuck.workspace = true +pollster.workspace = true +env_logger.workspace = true +log.workspace = true diff --git a/examples/shadow_demo/src/main.rs b/examples/shadow_demo/src/main.rs new file mode 100644 index 0000000..187dd82 --- /dev/null +++ b/examples/shadow_demo/src/main.rs @@ -0,0 +1,601 @@ +use winit::{ + application::ApplicationHandler, + event::WindowEvent, + event_loop::{ActiveEventLoop, EventLoop}, + keyboard::{KeyCode, PhysicalKey}, + window::WindowId, +}; +use voltex_math::{Vec3, Mat4}; +use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer}; +use voltex_renderer::{ + GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, + Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj, + ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE, + create_shadow_pipeline, shadow_pass_bind_group_layout, +}; +use wgpu::util::DeviceExt; + +/// 6 objects: ground plane, 3 spheres, 2 cubes +const NUM_OBJECTS: usize = 6; + +struct ShadowDemoApp { + state: Option, +} + +struct AppState { + window: VoltexWindow, + gpu: GpuContext, + pbr_pipeline: wgpu::RenderPipeline, + shadow_pipeline: wgpu::RenderPipeline, + sphere_mesh: Mesh, + cube_mesh: Mesh, + camera: Camera, + fps_controller: FpsController, + // Color pass resources + camera_buffer: wgpu::Buffer, + light_buffer: wgpu::Buffer, + material_buffer: wgpu::Buffer, + camera_light_bind_group: wgpu::BindGroup, + _texture: GpuTexture, + material_bind_group: wgpu::BindGroup, + // Shadow resources + shadow_map: ShadowMap, + shadow_uniform_buffer: wgpu::Buffer, + shadow_bind_group: wgpu::BindGroup, + shadow_pass_buffer: wgpu::Buffer, + shadow_pass_bind_group: wgpu::BindGroup, + // Misc + input: InputState, + timer: GameTimer, + cam_aligned_size: u32, + mat_aligned_size: u32, + shadow_pass_aligned_size: u32, +} + +fn camera_light_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout { + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + label: Some("Camera+Light Bind Group Layout"), + entries: &[ + wgpu::BindGroupLayoutEntry { + binding: 0, + visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Buffer { + ty: wgpu::BufferBindingType::Uniform, + has_dynamic_offset: true, + min_binding_size: wgpu::BufferSize::new( + std::mem::size_of::() as u64, + ), + }, + count: None, + }, + wgpu::BindGroupLayoutEntry { + binding: 1, + visibility: wgpu::ShaderStages::FRAGMENT, + ty: wgpu::BindingType::Buffer { + ty: wgpu::BufferBindingType::Uniform, + has_dynamic_offset: false, + min_binding_size: None, + }, + count: None, + }, + ], + }) +} + +fn align_up(size: u32, alignment: u32) -> u32 { + ((size + alignment - 1) / alignment) * alignment +} + +/// Model matrices for the 6 scene objects. +fn object_models() -> [Mat4; NUM_OBJECTS] { + [ + // 0: ground plane — cube scaled (15, 0.1, 15) at y=-0.5 + Mat4::translation(0.0, -0.5, 0.0).mul_mat4(&Mat4::scale(15.0, 0.1, 15.0)), + // 1-3: spheres (unit sphere radius 0.5) + Mat4::translation(-3.0, 1.0, 0.0), + Mat4::translation(0.0, 1.5, 0.0), + Mat4::translation(3.0, 0.8, 0.0), + // 4-5: cubes + Mat4::translation(-1.5, 0.5, -2.0), + Mat4::translation(1.5, 0.5, 2.0), + ] +} + +/// Material parameters for each object (base_color, metallic, roughness). +fn object_materials() -> [([ f32; 4], f32, f32); NUM_OBJECTS] { + [ + ([0.7, 0.7, 0.7, 1.0], 0.0, 0.8), // ground: light gray + ([0.9, 0.2, 0.2, 1.0], 0.3, 0.4), // sphere: red + ([0.2, 0.9, 0.2, 1.0], 0.5, 0.3), // sphere: green + ([0.2, 0.2, 0.9, 1.0], 0.1, 0.6), // sphere: blue + ([0.9, 0.8, 0.2, 1.0], 0.7, 0.2), // cube: yellow + ([0.8, 0.3, 0.8, 1.0], 0.2, 0.5), // cube: purple + ] +} + +/// Returns true if the object at index `i` uses the cube mesh; false → sphere. +fn is_cube(i: usize) -> bool { + i == 0 || i == 4 || i == 5 +} + +impl ApplicationHandler for ShadowDemoApp { + fn resumed(&mut self, event_loop: &ActiveEventLoop) { + let config = WindowConfig { + title: "Voltex - Shadow Demo".to_string(), + width: 1280, + height: 720, + ..Default::default() + }; + let window = VoltexWindow::new(event_loop, &config); + let gpu = GpuContext::new(window.handle.clone()); + + // Dynamic uniform buffer alignment + let alignment = gpu.device.limits().min_uniform_buffer_offset_alignment; + let cam_aligned_size = align_up(std::mem::size_of::() as u32, alignment); + let mat_aligned_size = align_up(std::mem::size_of::() as u32, alignment); + let shadow_pass_aligned_size = align_up(std::mem::size_of::() as u32, alignment); + + // Meshes + let (sphere_verts, sphere_idx) = generate_sphere(0.5, 32, 16); + let sphere_mesh = Mesh::new(&gpu.device, &sphere_verts, &sphere_idx); + + let obj_src = include_str!("../../../assets/cube.obj"); + let obj_data = obj::parse_obj(obj_src); + let cube_mesh = Mesh::new(&gpu.device, &obj_data.vertices, &obj_data.indices); + + // Camera at (8, 8, 12) looking toward origin + let aspect = gpu.config.width as f32 / gpu.config.height as f32; + let mut camera = Camera::new(Vec3::new(8.0, 8.0, 12.0), aspect); + camera.pitch = -0.4; + // Compute yaw to look toward origin + let to_origin = Vec3::ZERO - camera.position; + camera.yaw = to_origin.x.atan2(-to_origin.z); + let fps_controller = FpsController::new(); + + // Light + let mut lights_uniform = LightsUniform::new(); + lights_uniform.ambient_color = [0.05, 0.05, 0.05]; + lights_uniform.add_light(LightData::directional( + [-1.0, -2.0, -1.0], + [1.0, 1.0, 1.0], + 2.0, + )); + + // ---- Color pass buffers ---- + let camera_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { + label: Some("Camera Dynamic UBO"), + size: (cam_aligned_size as usize * NUM_OBJECTS) as u64, + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }); + + let light_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Light UBO"), + contents: bytemuck::cast_slice(&[lights_uniform]), + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + }); + + let material_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { + label: Some("Material Dynamic UBO"), + size: (mat_aligned_size as usize * NUM_OBJECTS) as u64, + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }); + + // Bind group layouts + let cl_layout = camera_light_bind_group_layout(&gpu.device); + let tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let mat_layout = MaterialUniform::bind_group_layout(&gpu.device); + + // Camera+Light bind group + let camera_light_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("Camera+Light BG"), + layout: &cl_layout, + entries: &[ + wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { + buffer: &camera_buffer, + offset: 0, + size: wgpu::BufferSize::new(std::mem::size_of::() as u64), + }), + }, + wgpu::BindGroupEntry { + binding: 1, + resource: light_buffer.as_entire_binding(), + }, + ], + }); + + // Texture (white 1x1) + let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout); + + // Material bind group + let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("Material BG"), + layout: &mat_layout, + entries: &[wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { + buffer: &material_buffer, + offset: 0, + size: wgpu::BufferSize::new(std::mem::size_of::() as u64), + }), + }], + }); + + // ---- Shadow resources ---- + let shadow_map = ShadowMap::new(&gpu.device); + let shadow_layout = ShadowMap::bind_group_layout(&gpu.device); + + let shadow_uniform = ShadowUniform { + light_view_proj: Mat4::IDENTITY.cols, + shadow_map_size: SHADOW_MAP_SIZE as f32, + shadow_bias: 0.005, + _padding: [0.0; 2], + }; + let shadow_uniform_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Shadow Uniform Buffer"), + contents: bytemuck::cast_slice(&[shadow_uniform]), + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + }); + let shadow_bind_group = shadow_map.create_bind_group( + &gpu.device, + &shadow_layout, + &shadow_uniform_buffer, + ); + + // Shadow pass dynamic UBO (one ShadowPassUniform per object) + let sp_layout = shadow_pass_bind_group_layout(&gpu.device); + let shadow_pass_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { + label: Some("Shadow Pass Dynamic UBO"), + size: (shadow_pass_aligned_size as usize * NUM_OBJECTS) as u64, + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }); + let shadow_pass_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("Shadow Pass BG"), + layout: &sp_layout, + entries: &[wgpu::BindGroupEntry { + binding: 0, + resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { + buffer: &shadow_pass_buffer, + offset: 0, + size: wgpu::BufferSize::new(std::mem::size_of::() as u64), + }), + }], + }); + + // ---- Pipelines ---- + let shadow_pipeline = create_shadow_pipeline(&gpu.device, &sp_layout); + let pbr_pipeline = create_pbr_pipeline( + &gpu.device, + gpu.surface_format, + &cl_layout, + &tex_layout, + &mat_layout, + &shadow_layout, + ); + + self.state = Some(AppState { + window, + gpu, + pbr_pipeline, + shadow_pipeline, + sphere_mesh, + cube_mesh, + camera, + fps_controller, + camera_buffer, + light_buffer, + material_buffer, + camera_light_bind_group, + _texture: texture, + material_bind_group, + shadow_map, + shadow_uniform_buffer, + shadow_bind_group, + shadow_pass_buffer, + shadow_pass_bind_group, + input: InputState::new(), + timer: GameTimer::new(60), + cam_aligned_size, + mat_aligned_size, + shadow_pass_aligned_size, + }); + } + + fn window_event( + &mut self, + event_loop: &ActiveEventLoop, + _window_id: WindowId, + event: WindowEvent, + ) { + let state = match &mut self.state { + Some(s) => s, + None => return, + }; + + match event { + WindowEvent::CloseRequested => event_loop.exit(), + + WindowEvent::KeyboardInput { + event: + winit::event::KeyEvent { + physical_key: PhysicalKey::Code(key_code), + state: key_state, + .. + }, + .. + } => { + let pressed = key_state == winit::event::ElementState::Pressed; + state.input.process_key(key_code, pressed); + if key_code == KeyCode::Escape && pressed { + event_loop.exit(); + } + } + + WindowEvent::Resized(size) => { + state.gpu.resize(size.width, size.height); + if size.width > 0 && size.height > 0 { + state.camera.aspect = size.width as f32 / size.height as f32; + } + } + + WindowEvent::CursorMoved { position, .. } => { + state.input.process_mouse_move(position.x, position.y); + } + + WindowEvent::MouseInput { + state: btn_state, + button, + .. + } => { + let pressed = btn_state == winit::event::ElementState::Pressed; + state.input.process_mouse_button(button, pressed); + } + + WindowEvent::MouseWheel { delta, .. } => { + let y = match delta { + winit::event::MouseScrollDelta::LineDelta(_, y) => y, + winit::event::MouseScrollDelta::PixelDelta(pos) => pos.y as f32, + }; + state.input.process_scroll(y); + } + + WindowEvent::RedrawRequested => { + state.timer.tick(); + let dt = state.timer.frame_dt(); + + // Camera input + if state.input.is_mouse_button_pressed(winit::event::MouseButton::Right) { + let (dx, dy) = state.input.mouse_delta(); + state.fps_controller.process_mouse(&mut state.camera, dx, dy); + } + let mut forward = 0.0f32; + let mut right = 0.0f32; + let mut up = 0.0f32; + if state.input.is_key_pressed(KeyCode::KeyW) { forward += 1.0; } + if state.input.is_key_pressed(KeyCode::KeyS) { forward -= 1.0; } + if state.input.is_key_pressed(KeyCode::KeyD) { right += 1.0; } + if state.input.is_key_pressed(KeyCode::KeyA) { right -= 1.0; } + if state.input.is_key_pressed(KeyCode::Space) { up += 1.0; } + if state.input.is_key_pressed(KeyCode::ShiftLeft) { up -= 1.0; } + state.fps_controller.process_movement(&mut state.camera, forward, right, up, dt); + state.input.begin_frame(); + + // ----- Compute light VP ----- + let light_dir = Vec3::new(-1.0, -2.0, -1.0).normalize(); + let light_pos = Vec3::ZERO - light_dir * 20.0; + let light_view = Mat4::look_at(light_pos, Vec3::ZERO, Vec3::Y); + let light_proj = Mat4::orthographic(-15.0, 15.0, -15.0, 15.0, 0.1, 50.0); + let light_vp = light_proj * light_view; + + let models = object_models(); + let materials = object_materials(); + + let cam_aligned = state.cam_aligned_size as usize; + let mat_aligned = state.mat_aligned_size as usize; + let sp_aligned = state.shadow_pass_aligned_size as usize; + + // ----- Build shadow pass staging data ----- + let sp_total = sp_aligned * NUM_OBJECTS; + let mut sp_staging = vec![0u8; sp_total]; + for i in 0..NUM_OBJECTS { + let sp_uniform = ShadowPassUniform { + light_vp_model: (light_vp * models[i]).cols, + }; + let bytes = bytemuck::bytes_of(&sp_uniform); + let offset = i * sp_aligned; + sp_staging[offset..offset + bytes.len()].copy_from_slice(bytes); + } + state.gpu.queue.write_buffer(&state.shadow_pass_buffer, 0, &sp_staging); + + // ----- Build color pass staging data ----- + let view_proj = state.camera.view_projection(); + let cam_pos = [ + state.camera.position.x, + state.camera.position.y, + state.camera.position.z, + ]; + + let cam_total = cam_aligned * NUM_OBJECTS; + let mat_total = mat_aligned * NUM_OBJECTS; + let mut cam_staging = vec![0u8; cam_total]; + let mut mat_staging = vec![0u8; mat_total]; + + for i in 0..NUM_OBJECTS { + let cam_uniform = CameraUniform { + view_proj: view_proj.cols, + model: models[i].cols, + camera_pos: cam_pos, + _padding: 0.0, + }; + let bytes = bytemuck::bytes_of(&cam_uniform); + let offset = i * cam_aligned; + cam_staging[offset..offset + bytes.len()].copy_from_slice(bytes); + + let (color, metallic, roughness) = materials[i]; + let mat_uniform = MaterialUniform::with_params(color, metallic, roughness); + let bytes = bytemuck::bytes_of(&mat_uniform); + let offset = i * mat_aligned; + mat_staging[offset..offset + bytes.len()].copy_from_slice(bytes); + } + + state.gpu.queue.write_buffer(&state.camera_buffer, 0, &cam_staging); + state.gpu.queue.write_buffer(&state.material_buffer, 0, &mat_staging); + + // Update shadow uniform with light VP + let shadow_uniform = ShadowUniform { + light_view_proj: light_vp.cols, + shadow_map_size: SHADOW_MAP_SIZE as f32, + shadow_bias: 0.005, + _padding: [0.0; 2], + }; + state.gpu.queue.write_buffer( + &state.shadow_uniform_buffer, + 0, + bytemuck::cast_slice(&[shadow_uniform]), + ); + + // Write light uniform + let mut lights_uniform = LightsUniform::new(); + lights_uniform.ambient_color = [0.05, 0.05, 0.05]; + lights_uniform.add_light(LightData::directional( + [-1.0, -2.0, -1.0], + [1.0, 1.0, 1.0], + 2.0, + )); + state.gpu.queue.write_buffer( + &state.light_buffer, + 0, + bytemuck::cast_slice(&[lights_uniform]), + ); + + // ----- Render ----- + let output = match state.gpu.surface.get_current_texture() { + Ok(t) => t, + Err(wgpu::SurfaceError::Lost) => { + let (w, h) = state.window.inner_size(); + state.gpu.resize(w, h); + return; + } + Err(wgpu::SurfaceError::OutOfMemory) => { + event_loop.exit(); + return; + } + Err(_) => return, + }; + + let color_view = output.texture.create_view(&wgpu::TextureViewDescriptor::default()); + let mut encoder = state.gpu.device.create_command_encoder( + &wgpu::CommandEncoderDescriptor { label: Some("Shadow Demo Encoder") }, + ); + + // ===== Pass 1: Shadow ===== + { + let mut shadow_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: Some("Shadow Pass"), + color_attachments: &[], + depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { + view: &state.shadow_map.view, + depth_ops: Some(wgpu::Operations { + load: wgpu::LoadOp::Clear(1.0), + store: wgpu::StoreOp::Store, + }), + stencil_ops: None, + }), + occlusion_query_set: None, + timestamp_writes: None, + multiview_mask: None, + }); + + shadow_pass.set_pipeline(&state.shadow_pipeline); + + for i in 0..NUM_OBJECTS { + let offset = (i as u32) * state.shadow_pass_aligned_size; + shadow_pass.set_bind_group(0, &state.shadow_pass_bind_group, &[offset]); + + if is_cube(i) { + shadow_pass.set_vertex_buffer(0, state.cube_mesh.vertex_buffer.slice(..)); + shadow_pass.set_index_buffer(state.cube_mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); + shadow_pass.draw_indexed(0..state.cube_mesh.num_indices, 0, 0..1); + } else { + shadow_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..)); + shadow_pass.set_index_buffer(state.sphere_mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); + shadow_pass.draw_indexed(0..state.sphere_mesh.num_indices, 0, 0..1); + } + } + } + + // ===== Pass 2: Color (PBR) ===== + { + let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: Some("Color Pass"), + color_attachments: &[Some(wgpu::RenderPassColorAttachment { + view: &color_view, + resolve_target: None, + depth_slice: None, + ops: wgpu::Operations { + load: wgpu::LoadOp::Clear(wgpu::Color { + r: 0.1, g: 0.1, b: 0.15, a: 1.0, + }), + store: wgpu::StoreOp::Store, + }, + })], + depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { + view: &state.gpu.depth_view, + depth_ops: Some(wgpu::Operations { + load: wgpu::LoadOp::Clear(1.0), + store: wgpu::StoreOp::Store, + }), + stencil_ops: None, + }), + occlusion_query_set: None, + timestamp_writes: None, + multiview_mask: None, + }); + + render_pass.set_pipeline(&state.pbr_pipeline); + render_pass.set_bind_group(1, &state._texture.bind_group, &[]); + render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); + + for i in 0..NUM_OBJECTS { + let cam_offset = (i as u32) * state.cam_aligned_size; + let mat_offset = (i as u32) * state.mat_aligned_size; + render_pass.set_bind_group(0, &state.camera_light_bind_group, &[cam_offset]); + render_pass.set_bind_group(2, &state.material_bind_group, &[mat_offset]); + + if is_cube(i) { + render_pass.set_vertex_buffer(0, state.cube_mesh.vertex_buffer.slice(..)); + render_pass.set_index_buffer(state.cube_mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); + render_pass.draw_indexed(0..state.cube_mesh.num_indices, 0, 0..1); + } else { + render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..)); + render_pass.set_index_buffer(state.sphere_mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); + render_pass.draw_indexed(0..state.sphere_mesh.num_indices, 0, 0..1); + } + } + } + + state.gpu.queue.submit(std::iter::once(encoder.finish())); + output.present(); + } + + _ => {} + } + } + + fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) { + if let Some(state) = &self.state { + state.window.request_redraw(); + } + } +} + +fn main() { + env_logger::init(); + let event_loop = EventLoop::new().unwrap(); + let mut app = ShadowDemoApp { state: None }; + event_loop.run_app(&mut app).unwrap(); +}