feat: add shadow demo with directional light shadow mapping and 3x3 PCF
- Add Mat4::orthographic() to voltex_math for light projection - Fix pbr_demo and multi_light_demo to provide shadow bind group (group 3) required by updated PBR pipeline (dummy shadow with size=0 disables it) - Create shadow_demo with two-pass rendering: shadow depth pass using orthographic light projection, then PBR color pass with shadow sampling - Scene: ground plane, 3 spheres, 2 cubes with directional light Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -10,6 +10,7 @@ use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
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use voltex_renderer::{
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GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
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Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj,
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ShadowMap, ShadowUniform,
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};
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use wgpu::util::DeviceExt;
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@@ -33,6 +34,8 @@ struct AppState {
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camera_light_bind_group: wgpu::BindGroup,
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_texture: GpuTexture,
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material_bind_group: wgpu::BindGroup,
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shadow_bind_group: wgpu::BindGroup,
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_shadow_map: ShadowMap,
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input: InputState,
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timer: GameTimer,
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cam_aligned_size: u32,
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@@ -186,6 +189,26 @@ impl ApplicationHandler for MultiLightApp {
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}],
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});
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// Shadow resources (dummy — shadows disabled)
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let shadow_map = ShadowMap::new(&gpu.device);
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let shadow_layout = ShadowMap::bind_group_layout(&gpu.device);
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let shadow_uniform = ShadowUniform {
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light_view_proj: [[0.0; 4]; 4],
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shadow_map_size: 0.0,
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shadow_bias: 0.0,
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_padding: [0.0; 2],
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};
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let shadow_uniform_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Shadow Uniform Buffer"),
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contents: bytemuck::cast_slice(&[shadow_uniform]),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let shadow_bind_group = shadow_map.create_bind_group(
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&gpu.device,
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&shadow_layout,
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&shadow_uniform_buffer,
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);
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// PBR pipeline
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let pipeline = create_pbr_pipeline(
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&gpu.device,
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@@ -193,6 +216,7 @@ impl ApplicationHandler for MultiLightApp {
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&cl_layout,
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&tex_layout,
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&mat_layout,
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&shadow_layout,
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);
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self.state = Some(AppState {
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@@ -209,6 +233,8 @@ impl ApplicationHandler for MultiLightApp {
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camera_light_bind_group,
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_texture: texture,
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material_bind_group,
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shadow_bind_group,
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_shadow_map: shadow_map,
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input: InputState::new(),
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timer: GameTimer::new(60),
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cam_aligned_size,
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@@ -493,6 +519,7 @@ impl ApplicationHandler for MultiLightApp {
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render_pass.set_pipeline(&state.pipeline);
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render_pass.set_bind_group(1, &state._texture.bind_group, &[]);
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render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
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// Draw 5 spheres (objects 0..4)
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render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..));
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@@ -10,6 +10,7 @@ use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
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use voltex_renderer::{
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GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
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Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline,
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ShadowMap, ShadowUniform,
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};
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use wgpu::util::DeviceExt;
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@@ -34,6 +35,8 @@ struct AppState {
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camera_light_bind_group: wgpu::BindGroup,
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_texture: GpuTexture,
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material_bind_group: wgpu::BindGroup,
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shadow_bind_group: wgpu::BindGroup,
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_shadow_map: ShadowMap,
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input: InputState,
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timer: GameTimer,
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cam_aligned_size: u32,
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@@ -171,6 +174,26 @@ impl ApplicationHandler for PbrDemoApp {
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}],
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});
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// Shadow resources (dummy — shadows disabled)
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let shadow_map = ShadowMap::new(&gpu.device);
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let shadow_layout = ShadowMap::bind_group_layout(&gpu.device);
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let shadow_uniform = ShadowUniform {
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light_view_proj: [[0.0; 4]; 4],
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shadow_map_size: 0.0,
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shadow_bias: 0.0,
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_padding: [0.0; 2],
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};
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let shadow_uniform_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Shadow Uniform Buffer"),
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contents: bytemuck::cast_slice(&[shadow_uniform]),
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usage: wgpu::BufferUsages::UNIFORM,
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});
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let shadow_bind_group = shadow_map.create_bind_group(
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&gpu.device,
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&shadow_layout,
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&shadow_uniform_buffer,
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);
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// PBR pipeline
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let pipeline = create_pbr_pipeline(
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&gpu.device,
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@@ -178,6 +201,7 @@ impl ApplicationHandler for PbrDemoApp {
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&cl_layout,
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&tex_layout,
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&mat_layout,
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&shadow_layout,
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);
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self.state = Some(AppState {
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@@ -193,6 +217,8 @@ impl ApplicationHandler for PbrDemoApp {
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camera_light_bind_group,
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_texture: texture,
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material_bind_group,
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shadow_bind_group,
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_shadow_map: shadow_map,
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input: InputState::new(),
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timer: GameTimer::new(60),
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cam_aligned_size,
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@@ -429,6 +455,7 @@ impl ApplicationHandler for PbrDemoApp {
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render_pass.set_pipeline(&state.pipeline);
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render_pass.set_bind_group(1, &state._texture.bind_group, &[]);
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render_pass.set_bind_group(3, &state.shadow_bind_group, &[]);
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render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
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render_pass.set_index_buffer(
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state.mesh.index_buffer.slice(..),
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15
examples/shadow_demo/Cargo.toml
Normal file
15
examples/shadow_demo/Cargo.toml
Normal file
@@ -0,0 +1,15 @@
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[package]
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name = "shadow_demo"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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voltex_math.workspace = true
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voltex_platform.workspace = true
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voltex_renderer.workspace = true
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wgpu.workspace = true
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winit.workspace = true
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bytemuck.workspace = true
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pollster.workspace = true
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env_logger.workspace = true
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log.workspace = true
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601
examples/shadow_demo/src/main.rs
Normal file
601
examples/shadow_demo/src/main.rs
Normal file
@@ -0,0 +1,601 @@
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use winit::{
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application::ApplicationHandler,
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event::WindowEvent,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::WindowId,
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};
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use voltex_math::{Vec3, Mat4};
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use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer};
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use voltex_renderer::{
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GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
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Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj,
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ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE,
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create_shadow_pipeline, shadow_pass_bind_group_layout,
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};
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use wgpu::util::DeviceExt;
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/// 6 objects: ground plane, 3 spheres, 2 cubes
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const NUM_OBJECTS: usize = 6;
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struct ShadowDemoApp {
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state: Option<AppState>,
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}
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struct AppState {
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window: VoltexWindow,
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gpu: GpuContext,
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pbr_pipeline: wgpu::RenderPipeline,
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shadow_pipeline: wgpu::RenderPipeline,
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sphere_mesh: Mesh,
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cube_mesh: Mesh,
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camera: Camera,
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fps_controller: FpsController,
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// Color pass resources
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camera_buffer: wgpu::Buffer,
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light_buffer: wgpu::Buffer,
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material_buffer: wgpu::Buffer,
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camera_light_bind_group: wgpu::BindGroup,
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_texture: GpuTexture,
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material_bind_group: wgpu::BindGroup,
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// Shadow resources
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shadow_map: ShadowMap,
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shadow_uniform_buffer: wgpu::Buffer,
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shadow_bind_group: wgpu::BindGroup,
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shadow_pass_buffer: wgpu::Buffer,
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shadow_pass_bind_group: wgpu::BindGroup,
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// Misc
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input: InputState,
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timer: GameTimer,
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cam_aligned_size: u32,
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mat_aligned_size: u32,
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shadow_pass_aligned_size: u32,
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}
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fn camera_light_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Camera+Light 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::VERTEX | 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: true,
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min_binding_size: wgpu::BufferSize::new(
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std::mem::size_of::<CameraUniform>() as u64,
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),
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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::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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],
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})
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}
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fn align_up(size: u32, alignment: u32) -> u32 {
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((size + alignment - 1) / alignment) * alignment
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}
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/// Model matrices for the 6 scene objects.
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fn object_models() -> [Mat4; NUM_OBJECTS] {
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[
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// 0: ground plane — cube scaled (15, 0.1, 15) at y=-0.5
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Mat4::translation(0.0, -0.5, 0.0).mul_mat4(&Mat4::scale(15.0, 0.1, 15.0)),
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// 1-3: spheres (unit sphere radius 0.5)
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Mat4::translation(-3.0, 1.0, 0.0),
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Mat4::translation(0.0, 1.5, 0.0),
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Mat4::translation(3.0, 0.8, 0.0),
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// 4-5: cubes
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Mat4::translation(-1.5, 0.5, -2.0),
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Mat4::translation(1.5, 0.5, 2.0),
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]
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}
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/// Material parameters for each object (base_color, metallic, roughness).
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fn object_materials() -> [([ f32; 4], f32, f32); NUM_OBJECTS] {
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[
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([0.7, 0.7, 0.7, 1.0], 0.0, 0.8), // ground: light gray
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([0.9, 0.2, 0.2, 1.0], 0.3, 0.4), // sphere: red
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([0.2, 0.9, 0.2, 1.0], 0.5, 0.3), // sphere: green
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([0.2, 0.2, 0.9, 1.0], 0.1, 0.6), // sphere: blue
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([0.9, 0.8, 0.2, 1.0], 0.7, 0.2), // cube: yellow
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([0.8, 0.3, 0.8, 1.0], 0.2, 0.5), // cube: purple
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]
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}
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/// Returns true if the object at index `i` uses the cube mesh; false → sphere.
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fn is_cube(i: usize) -> bool {
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i == 0 || i == 4 || i == 5
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}
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impl ApplicationHandler for ShadowDemoApp {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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let config = WindowConfig {
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title: "Voltex - Shadow Demo".to_string(),
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width: 1280,
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height: 720,
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..Default::default()
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};
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let window = VoltexWindow::new(event_loop, &config);
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let gpu = GpuContext::new(window.handle.clone());
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// Dynamic uniform buffer alignment
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let alignment = gpu.device.limits().min_uniform_buffer_offset_alignment;
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let cam_aligned_size = align_up(std::mem::size_of::<CameraUniform>() as u32, alignment);
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let mat_aligned_size = align_up(std::mem::size_of::<MaterialUniform>() as u32, alignment);
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let shadow_pass_aligned_size = align_up(std::mem::size_of::<ShadowPassUniform>() as u32, alignment);
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// Meshes
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let (sphere_verts, sphere_idx) = generate_sphere(0.5, 32, 16);
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let sphere_mesh = Mesh::new(&gpu.device, &sphere_verts, &sphere_idx);
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let obj_src = include_str!("../../../assets/cube.obj");
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let obj_data = obj::parse_obj(obj_src);
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let cube_mesh = Mesh::new(&gpu.device, &obj_data.vertices, &obj_data.indices);
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// Camera at (8, 8, 12) looking toward origin
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let aspect = gpu.config.width as f32 / gpu.config.height as f32;
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let mut camera = Camera::new(Vec3::new(8.0, 8.0, 12.0), aspect);
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camera.pitch = -0.4;
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// Compute yaw to look toward origin
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let to_origin = Vec3::ZERO - camera.position;
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camera.yaw = to_origin.x.atan2(-to_origin.z);
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let fps_controller = FpsController::new();
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// Light
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let mut lights_uniform = LightsUniform::new();
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lights_uniform.ambient_color = [0.05, 0.05, 0.05];
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lights_uniform.add_light(LightData::directional(
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[-1.0, -2.0, -1.0],
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[1.0, 1.0, 1.0],
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2.0,
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));
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// ---- Color pass buffers ----
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let camera_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Camera Dynamic UBO"),
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size: (cam_aligned_size as usize * NUM_OBJECTS) as u64,
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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 light_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Light UBO"),
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contents: bytemuck::cast_slice(&[lights_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let material_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Material Dynamic UBO"),
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size: (mat_aligned_size as usize * NUM_OBJECTS) as u64,
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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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// Bind group layouts
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let cl_layout = camera_light_bind_group_layout(&gpu.device);
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let tex_layout = GpuTexture::bind_group_layout(&gpu.device);
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let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
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// Camera+Light bind group
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let camera_light_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Camera+Light BG"),
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layout: &cl_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::Buffer(wgpu::BufferBinding {
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buffer: &camera_buffer,
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offset: 0,
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size: wgpu::BufferSize::new(std::mem::size_of::<CameraUniform>() as u64),
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}),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: light_buffer.as_entire_binding(),
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},
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],
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});
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// Texture (white 1x1)
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let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout);
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// Material bind group
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let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Material BG"),
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layout: &mat_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &material_buffer,
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offset: 0,
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size: wgpu::BufferSize::new(std::mem::size_of::<MaterialUniform>() as u64),
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}),
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}],
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});
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// ---- Shadow resources ----
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let shadow_map = ShadowMap::new(&gpu.device);
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let shadow_layout = ShadowMap::bind_group_layout(&gpu.device);
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let shadow_uniform = ShadowUniform {
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light_view_proj: Mat4::IDENTITY.cols,
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shadow_map_size: SHADOW_MAP_SIZE as f32,
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shadow_bias: 0.005,
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_padding: [0.0; 2],
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};
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let shadow_uniform_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Shadow Uniform Buffer"),
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contents: bytemuck::cast_slice(&[shadow_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let shadow_bind_group = shadow_map.create_bind_group(
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&gpu.device,
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&shadow_layout,
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&shadow_uniform_buffer,
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);
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// Shadow pass dynamic UBO (one ShadowPassUniform per object)
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let sp_layout = shadow_pass_bind_group_layout(&gpu.device);
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let shadow_pass_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Shadow Pass Dynamic UBO"),
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size: (shadow_pass_aligned_size as usize * NUM_OBJECTS) as u64,
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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 shadow_pass_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Shadow Pass BG"),
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layout: &sp_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &shadow_pass_buffer,
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offset: 0,
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size: wgpu::BufferSize::new(std::mem::size_of::<ShadowPassUniform>() as u64),
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}),
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}],
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});
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// ---- 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();
|
||||
}
|
||||
Reference in New Issue
Block a user