From 9202bfadef8841ae51d3da348cb6ea82b2e06127 Mon Sep 17 00:00:00 2001 From: tolelom <98kimsungmin@naver.com> Date: Tue, 24 Mar 2026 21:34:06 +0900 Subject: [PATCH] feat: add IBL demo with normal mapping and procedural environment lighting Fix pbr_demo, multi_light_demo, and shadow_demo to use the new 7-param create_pbr_pipeline with PBR texture bind group (4-entry: albedo+normal) and IBL bind group. Create ibl_demo showcasing a 7x7 metallic/roughness sphere grid with IBL-based ambient lighting via BRDF LUT integration. Co-Authored-By: Claude Opus 4.6 (1M context) --- Cargo.lock | 15 + Cargo.toml | 1 + examples/ibl_demo/Cargo.toml | 15 + examples/ibl_demo/src/main.rs | 538 ++++++++++++++++++++++++++ examples/multi_light_demo/src/main.rs | 40 +- examples/pbr_demo/src/main.rs | 40 +- examples/shadow_demo/src/main.rs | 40 +- 7 files changed, 668 insertions(+), 21 deletions(-) create mode 100644 examples/ibl_demo/Cargo.toml create mode 100644 examples/ibl_demo/src/main.rs diff --git a/Cargo.lock b/Cargo.lock index 03ec285..828ebbd 100644 --- a/Cargo.lock +++ b/Cargo.lock @@ -717,6 +717,21 @@ dependencies = [ "winit", ] +[[package]] +name = "ibl_demo" +version = "0.1.0" +dependencies = [ + "bytemuck", + "env_logger", + "log", + "pollster", + "voltex_math", + "voltex_platform", + "voltex_renderer", + "wgpu", + "winit", +] + [[package]] name = "indexmap" version = "2.13.0" diff --git a/Cargo.toml b/Cargo.toml index 1f52196..ec01f6a 100644 --- a/Cargo.toml +++ b/Cargo.toml @@ -14,6 +14,7 @@ members = [ "examples/pbr_demo", "examples/multi_light_demo", "examples/shadow_demo", + "examples/ibl_demo", ] [workspace.dependencies] diff --git a/examples/ibl_demo/Cargo.toml b/examples/ibl_demo/Cargo.toml new file mode 100644 index 0000000..c1be0b5 --- /dev/null +++ b/examples/ibl_demo/Cargo.toml @@ -0,0 +1,15 @@ +[package] +name = "ibl_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/ibl_demo/src/main.rs b/examples/ibl_demo/src/main.rs new file mode 100644 index 0000000..ff475c7 --- /dev/null +++ b/examples/ibl_demo/src/main.rs @@ -0,0 +1,538 @@ +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, + ShadowMap, ShadowUniform, + IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group, +}; +use wgpu::util::DeviceExt; + +const GRID_SIZE: usize = 7; +const NUM_SPHERES: usize = GRID_SIZE * GRID_SIZE; +const SPACING: f32 = 1.2; + +struct IblDemoApp { + state: Option, +} + +struct AppState { + window: VoltexWindow, + gpu: GpuContext, + pipeline: wgpu::RenderPipeline, + mesh: Mesh, + camera: Camera, + fps_controller: FpsController, + camera_buffer: wgpu::Buffer, + light_buffer: wgpu::Buffer, + material_buffer: wgpu::Buffer, + camera_light_bind_group: wgpu::BindGroup, + _albedo_tex: GpuTexture, + _normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler), + pbr_texture_bind_group: wgpu::BindGroup, + material_bind_group: wgpu::BindGroup, + shadow_bind_group: wgpu::BindGroup, + _shadow_map: ShadowMap, + _ibl: IblResources, + ibl_bind_group: wgpu::BindGroup, + input: InputState, + timer: GameTimer, + cam_aligned_size: u32, + mat_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 +} + +impl ApplicationHandler for IblDemoApp { + fn resumed(&mut self, event_loop: &ActiveEventLoop) { + let config = WindowConfig { + title: "Voltex - IBL 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); + + // Generate sphere mesh + let (vertices, indices) = generate_sphere(0.4, 32, 16); + let mesh = Mesh::new(&gpu.device, &vertices, &indices); + + // Camera at (0, 0, 12) looking toward origin + let aspect = gpu.config.width as f32 / gpu.config.height as f32; + let camera = Camera::new(Vec3::new(0.0, 0.0, 12.0), aspect); + let fps_controller = FpsController::new(); + + // Mild directional light — IBL provides the primary illumination + let mut lights_uniform = LightsUniform::new(); + lights_uniform.add_light(LightData::directional( + [-1.0, -1.0, -1.0], + [1.0, 1.0, 1.0], + 1.0, + )); + + // Camera dynamic uniform buffer (one CameraUniform per sphere) + let camera_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { + label: Some("Camera Dynamic Uniform Buffer"), + size: (cam_aligned_size as usize * NUM_SPHERES) 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 Uniform Buffer"), + contents: bytemuck::cast_slice(&[lights_uniform]), + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + }); + + // Material dynamic uniform buffer (one MaterialUniform per sphere) + let material_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { + label: Some("Material Dynamic Uniform Buffer"), + size: (mat_aligned_size as usize * NUM_SPHERES) 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 pbr_tex_layout = pbr_texture_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 Bind Group"), + 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(), + }, + ], + }); + + // PBR texture bind group (albedo + normal) + let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout); + let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue); + let pbr_texture_bind_group = create_pbr_texture_bind_group( + &gpu.device, + &pbr_tex_layout, + &albedo_tex.view, + &albedo_tex.sampler, + &normal_tex.1, + &normal_tex.2, + ); + + // IBL resources + let ibl = IblResources::new(&gpu.device, &gpu.queue); + let ibl_layout = IblResources::bind_group_layout(&gpu.device); + let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout); + + // Material bind group + let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { + label: Some("Material Bind Group"), + 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 (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, + gpu.surface_format, + &cl_layout, + &pbr_tex_layout, + &mat_layout, + &shadow_layout, + &ibl_layout, + ); + + self.state = Some(AppState { + window, + gpu, + pipeline, + mesh, + camera, + fps_controller, + camera_buffer, + light_buffer, + material_buffer, + camera_light_bind_group, + _albedo_tex: albedo_tex, + _normal_tex: normal_tex, + pbr_texture_bind_group, + material_bind_group, + shadow_bind_group, + _shadow_map: shadow_map, + _ibl: ibl, + ibl_bind_group, + input: InputState::new(), + timer: GameTimer::new(60), + cam_aligned_size, + mat_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 view-projection + let view_proj = state.camera.view_projection(); + let cam_pos = [ + state.camera.position.x, + state.camera.position.y, + state.camera.position.z, + ]; + + let cam_aligned = state.cam_aligned_size as usize; + let mat_aligned = state.mat_aligned_size as usize; + + // Build staging data for camera and material uniforms + let cam_total = NUM_SPHERES * cam_aligned; + let mat_total = NUM_SPHERES * mat_aligned; + let mut cam_staging = vec![0u8; cam_total]; + let mut mat_staging = vec![0u8; mat_total]; + + let half_grid = (GRID_SIZE as f32 - 1.0) * SPACING * 0.5; + + for row in 0..GRID_SIZE { + for col in 0..GRID_SIZE { + let i = row * GRID_SIZE + col; + + let x = col as f32 * SPACING - half_grid; + let y = row as f32 * SPACING - half_grid; + + // Camera uniform: view_proj + model (translation) + camera_pos + let model = Mat4::translation(x, y, 0.0); + let cam_uniform = CameraUniform { + view_proj: view_proj.cols, + model: model.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); + + // Material: metallic varies with col, roughness with row + // Reddish base color for IBL visibility + let metallic = col as f32 / (GRID_SIZE as f32 - 1.0); + let roughness = + 0.05 + row as f32 * (0.95 / (GRID_SIZE as f32 - 1.0)); + let mat_uniform = MaterialUniform::with_params( + [0.8, 0.2, 0.2, 1.0], + 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); + + // Write light uniform (mild directional — IBL provides ambient) + let mut lights_uniform = LightsUniform::new(); + lights_uniform.add_light(LightData::directional( + [-1.0, -1.0, -1.0], + [1.0, 1.0, 1.0], + 1.0, + )); + 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 view = + output + .texture + .create_view(&wgpu::TextureViewDescriptor::default()); + let mut encoder = state.gpu.device.create_command_encoder( + &wgpu::CommandEncoderDescriptor { + label: Some("Render Encoder"), + }, + ); + + { + let mut render_pass = + encoder.begin_render_pass(&wgpu::RenderPassDescriptor { + label: Some("IBL Render Pass"), + color_attachments: &[Some(wgpu::RenderPassColorAttachment { + view: &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.pipeline); + render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]); + render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); + render_pass.set_bind_group(4, &state.ibl_bind_group, &[]); + render_pass.set_vertex_buffer(0, state.mesh.vertex_buffer.slice(..)); + render_pass.set_index_buffer( + state.mesh.index_buffer.slice(..), + wgpu::IndexFormat::Uint32, + ); + + // Draw each sphere with dynamic offsets for camera and material + for i in 0..NUM_SPHERES { + 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], + ); + render_pass.draw_indexed(0..state.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 = IblDemoApp { state: None }; + event_loop.run_app(&mut app).unwrap(); +} diff --git a/examples/multi_light_demo/src/main.rs b/examples/multi_light_demo/src/main.rs index 899abe1..199d9c8 100644 --- a/examples/multi_light_demo/src/main.rs +++ b/examples/multi_light_demo/src/main.rs @@ -11,6 +11,7 @@ use voltex_renderer::{ GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj, ShadowMap, ShadowUniform, + IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group, }; use wgpu::util::DeviceExt; @@ -32,10 +33,14 @@ struct AppState { light_buffer: wgpu::Buffer, material_buffer: wgpu::Buffer, camera_light_bind_group: wgpu::BindGroup, - _texture: GpuTexture, + _albedo_tex: GpuTexture, + _normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler), + pbr_texture_bind_group: wgpu::BindGroup, material_bind_group: wgpu::BindGroup, shadow_bind_group: wgpu::BindGroup, _shadow_map: ShadowMap, + _ibl: IblResources, + ibl_bind_group: wgpu::BindGroup, input: InputState, timer: GameTimer, cam_aligned_size: u32, @@ -145,7 +150,7 @@ impl ApplicationHandler for MultiLightApp { // Bind group layouts let cl_layout = camera_light_bind_group_layout(&gpu.device); - let tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device); let mat_layout = MaterialUniform::bind_group_layout(&gpu.device); // Camera+Light bind group @@ -170,8 +175,23 @@ impl ApplicationHandler for MultiLightApp { ], }); - // Texture bind group (white 1x1) - let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout); + // PBR texture bind group (albedo + normal) + let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout); + let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue); + let pbr_texture_bind_group = create_pbr_texture_bind_group( + &gpu.device, + &pbr_tex_layout, + &albedo_tex.view, + &albedo_tex.sampler, + &normal_tex.1, + &normal_tex.2, + ); + + // IBL resources + let ibl = IblResources::new(&gpu.device, &gpu.queue); + let ibl_layout = IblResources::bind_group_layout(&gpu.device); + let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout); // Material bind group let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { @@ -214,9 +234,10 @@ impl ApplicationHandler for MultiLightApp { &gpu.device, gpu.surface_format, &cl_layout, - &tex_layout, + &pbr_tex_layout, &mat_layout, &shadow_layout, + &ibl_layout, ); self.state = Some(AppState { @@ -231,10 +252,14 @@ impl ApplicationHandler for MultiLightApp { light_buffer, material_buffer, camera_light_bind_group, - _texture: texture, + _albedo_tex: albedo_tex, + _normal_tex: normal_tex, + pbr_texture_bind_group, material_bind_group, shadow_bind_group, _shadow_map: shadow_map, + _ibl: ibl, + ibl_bind_group, input: InputState::new(), timer: GameTimer::new(60), cam_aligned_size, @@ -518,8 +543,9 @@ 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(1, &state.pbr_texture_bind_group, &[]); render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); + render_pass.set_bind_group(4, &state.ibl_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 860d167..f7ab06e 100644 --- a/examples/pbr_demo/src/main.rs +++ b/examples/pbr_demo/src/main.rs @@ -11,6 +11,7 @@ use voltex_renderer::{ GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, ShadowMap, ShadowUniform, + IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group, }; use wgpu::util::DeviceExt; @@ -33,10 +34,14 @@ struct AppState { light_buffer: wgpu::Buffer, material_buffer: wgpu::Buffer, camera_light_bind_group: wgpu::BindGroup, - _texture: GpuTexture, + _albedo_tex: GpuTexture, + _normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler), + pbr_texture_bind_group: wgpu::BindGroup, material_bind_group: wgpu::BindGroup, shadow_bind_group: wgpu::BindGroup, _shadow_map: ShadowMap, + _ibl: IblResources, + ibl_bind_group: wgpu::BindGroup, input: InputState, timer: GameTimer, cam_aligned_size: u32, @@ -130,7 +135,7 @@ impl ApplicationHandler for PbrDemoApp { // Bind group layouts let cl_layout = camera_light_bind_group_layout(&gpu.device); - let tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device); let mat_layout = MaterialUniform::bind_group_layout(&gpu.device); // Camera+Light bind group @@ -155,8 +160,23 @@ impl ApplicationHandler for PbrDemoApp { ], }); - // Texture bind group (white 1x1) - let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout); + // PBR texture bind group (albedo + normal) + let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout); + let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue); + let pbr_texture_bind_group = create_pbr_texture_bind_group( + &gpu.device, + &pbr_tex_layout, + &albedo_tex.view, + &albedo_tex.sampler, + &normal_tex.1, + &normal_tex.2, + ); + + // IBL resources + let ibl = IblResources::new(&gpu.device, &gpu.queue); + let ibl_layout = IblResources::bind_group_layout(&gpu.device); + let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout); // Material bind group let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { @@ -199,9 +219,10 @@ impl ApplicationHandler for PbrDemoApp { &gpu.device, gpu.surface_format, &cl_layout, - &tex_layout, + &pbr_tex_layout, &mat_layout, &shadow_layout, + &ibl_layout, ); self.state = Some(AppState { @@ -215,10 +236,14 @@ impl ApplicationHandler for PbrDemoApp { light_buffer, material_buffer, camera_light_bind_group, - _texture: texture, + _albedo_tex: albedo_tex, + _normal_tex: normal_tex, + pbr_texture_bind_group, material_bind_group, shadow_bind_group, _shadow_map: shadow_map, + _ibl: ibl, + ibl_bind_group, input: InputState::new(), timer: GameTimer::new(60), cam_aligned_size, @@ -454,8 +479,9 @@ 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(1, &state.pbr_texture_bind_group, &[]); render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); + render_pass.set_bind_group(4, &state.ibl_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/src/main.rs b/examples/shadow_demo/src/main.rs index 187dd82..c8b8b5e 100644 --- a/examples/shadow_demo/src/main.rs +++ b/examples/shadow_demo/src/main.rs @@ -12,6 +12,7 @@ use voltex_renderer::{ Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj, ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE, create_shadow_pipeline, shadow_pass_bind_group_layout, + IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group, }; use wgpu::util::DeviceExt; @@ -36,7 +37,9 @@ struct AppState { light_buffer: wgpu::Buffer, material_buffer: wgpu::Buffer, camera_light_bind_group: wgpu::BindGroup, - _texture: GpuTexture, + _albedo_tex: GpuTexture, + _normal_tex: (wgpu::Texture, wgpu::TextureView, wgpu::Sampler), + pbr_texture_bind_group: wgpu::BindGroup, material_bind_group: wgpu::BindGroup, // Shadow resources shadow_map: ShadowMap, @@ -44,6 +47,8 @@ struct AppState { shadow_bind_group: wgpu::BindGroup, shadow_pass_buffer: wgpu::Buffer, shadow_pass_bind_group: wgpu::BindGroup, + _ibl: IblResources, + ibl_bind_group: wgpu::BindGroup, // Misc input: InputState, timer: GameTimer, @@ -184,7 +189,7 @@ impl ApplicationHandler for ShadowDemoApp { // Bind group layouts let cl_layout = camera_light_bind_group_layout(&gpu.device); - let tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let pbr_tex_layout = pbr_texture_bind_group_layout(&gpu.device); let mat_layout = MaterialUniform::bind_group_layout(&gpu.device); // Camera+Light bind group @@ -207,8 +212,23 @@ impl ApplicationHandler for ShadowDemoApp { ], }); - // Texture (white 1x1) - let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout); + // PBR texture bind group (albedo + normal) + let old_tex_layout = GpuTexture::bind_group_layout(&gpu.device); + let albedo_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout); + let normal_tex = GpuTexture::flat_normal_1x1(&gpu.device, &gpu.queue); + let pbr_texture_bind_group = create_pbr_texture_bind_group( + &gpu.device, + &pbr_tex_layout, + &albedo_tex.view, + &albedo_tex.sampler, + &normal_tex.1, + &normal_tex.2, + ); + + // IBL resources + let ibl = IblResources::new(&gpu.device, &gpu.queue); + let ibl_layout = IblResources::bind_group_layout(&gpu.device); + let ibl_bind_group = ibl.create_bind_group(&gpu.device, &ibl_layout); // Material bind group let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { @@ -272,9 +292,10 @@ impl ApplicationHandler for ShadowDemoApp { &gpu.device, gpu.surface_format, &cl_layout, - &tex_layout, + &pbr_tex_layout, &mat_layout, &shadow_layout, + &ibl_layout, ); self.state = Some(AppState { @@ -290,13 +311,17 @@ impl ApplicationHandler for ShadowDemoApp { light_buffer, material_buffer, camera_light_bind_group, - _texture: texture, + _albedo_tex: albedo_tex, + _normal_tex: normal_tex, + pbr_texture_bind_group, material_bind_group, shadow_map, shadow_uniform_buffer, shadow_bind_group, shadow_pass_buffer, shadow_pass_bind_group, + _ibl: ibl, + ibl_bind_group, input: InputState::new(), timer: GameTimer::new(60), cam_aligned_size, @@ -557,8 +582,9 @@ impl ApplicationHandler for ShadowDemoApp { }); render_pass.set_pipeline(&state.pbr_pipeline); - render_pass.set_bind_group(1, &state._texture.bind_group, &[]); + render_pass.set_bind_group(1, &state.pbr_texture_bind_group, &[]); render_pass.set_bind_group(3, &state.shadow_bind_group, &[]); + render_pass.set_bind_group(4, &state.ibl_bind_group, &[]); for i in 0..NUM_OBJECTS { let cam_offset = (i as u32) * state.cam_aligned_size;