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) <noreply@anthropic.com>
This commit is contained in:
2026-03-24 21:34:06 +09:00
parent 5232552aa4
commit 9202bfadef
7 changed files with 668 additions and 21 deletions

15
Cargo.lock generated
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@@ -717,6 +717,21 @@ dependencies = [
"winit", "winit",
] ]
[[package]]
name = "ibl_demo"
version = "0.1.0"
dependencies = [
"bytemuck",
"env_logger",
"log",
"pollster",
"voltex_math",
"voltex_platform",
"voltex_renderer",
"wgpu",
"winit",
]
[[package]] [[package]]
name = "indexmap" name = "indexmap"
version = "2.13.0" version = "2.13.0"

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@@ -14,6 +14,7 @@ members = [
"examples/pbr_demo", "examples/pbr_demo",
"examples/multi_light_demo", "examples/multi_light_demo",
"examples/shadow_demo", "examples/shadow_demo",
"examples/ibl_demo",
] ]
[workspace.dependencies] [workspace.dependencies]

View File

@@ -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

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@@ -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<AppState>,
}
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::<CameraUniform>() 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::<CameraUniform>() as u32, alignment);
let mat_aligned_size = align_up(std::mem::size_of::<MaterialUniform>() 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::<CameraUniform>() 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::<MaterialUniform>() 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();
}

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@@ -11,6 +11,7 @@ use voltex_renderer::{
GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj,
ShadowMap, ShadowUniform, ShadowMap, ShadowUniform,
IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
}; };
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
@@ -32,10 +33,14 @@ struct AppState {
light_buffer: wgpu::Buffer, light_buffer: wgpu::Buffer,
material_buffer: wgpu::Buffer, material_buffer: wgpu::Buffer,
camera_light_bind_group: wgpu::BindGroup, 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, material_bind_group: wgpu::BindGroup,
shadow_bind_group: wgpu::BindGroup, shadow_bind_group: wgpu::BindGroup,
_shadow_map: ShadowMap, _shadow_map: ShadowMap,
_ibl: IblResources,
ibl_bind_group: wgpu::BindGroup,
input: InputState, input: InputState,
timer: GameTimer, timer: GameTimer,
cam_aligned_size: u32, cam_aligned_size: u32,
@@ -145,7 +150,7 @@ impl ApplicationHandler for MultiLightApp {
// Bind group layouts // Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device); 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); let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera+Light bind group // Camera+Light bind group
@@ -170,8 +175,23 @@ impl ApplicationHandler for MultiLightApp {
], ],
}); });
// Texture bind group (white 1x1) // PBR texture bind group (albedo + normal)
let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout); 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 // Material bind group
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
@@ -214,9 +234,10 @@ impl ApplicationHandler for MultiLightApp {
&gpu.device, &gpu.device,
gpu.surface_format, gpu.surface_format,
&cl_layout, &cl_layout,
&tex_layout, &pbr_tex_layout,
&mat_layout, &mat_layout,
&shadow_layout, &shadow_layout,
&ibl_layout,
); );
self.state = Some(AppState { self.state = Some(AppState {
@@ -231,10 +252,14 @@ impl ApplicationHandler for MultiLightApp {
light_buffer, light_buffer,
material_buffer, material_buffer,
camera_light_bind_group, camera_light_bind_group,
_texture: texture, _albedo_tex: albedo_tex,
_normal_tex: normal_tex,
pbr_texture_bind_group,
material_bind_group, material_bind_group,
shadow_bind_group, shadow_bind_group,
_shadow_map: shadow_map, _shadow_map: shadow_map,
_ibl: ibl,
ibl_bind_group,
input: InputState::new(), input: InputState::new(),
timer: GameTimer::new(60), timer: GameTimer::new(60),
cam_aligned_size, cam_aligned_size,
@@ -518,8 +543,9 @@ impl ApplicationHandler for MultiLightApp {
}); });
render_pass.set_pipeline(&state.pipeline); 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(3, &state.shadow_bind_group, &[]);
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
// Draw 5 spheres (objects 0..4) // Draw 5 spheres (objects 0..4)
render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..)); render_pass.set_vertex_buffer(0, state.sphere_mesh.vertex_buffer.slice(..));

View File

@@ -11,6 +11,7 @@ use voltex_renderer::{
GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData,
Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline,
ShadowMap, ShadowUniform, ShadowMap, ShadowUniform,
IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
}; };
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
@@ -33,10 +34,14 @@ struct AppState {
light_buffer: wgpu::Buffer, light_buffer: wgpu::Buffer,
material_buffer: wgpu::Buffer, material_buffer: wgpu::Buffer,
camera_light_bind_group: wgpu::BindGroup, 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, material_bind_group: wgpu::BindGroup,
shadow_bind_group: wgpu::BindGroup, shadow_bind_group: wgpu::BindGroup,
_shadow_map: ShadowMap, _shadow_map: ShadowMap,
_ibl: IblResources,
ibl_bind_group: wgpu::BindGroup,
input: InputState, input: InputState,
timer: GameTimer, timer: GameTimer,
cam_aligned_size: u32, cam_aligned_size: u32,
@@ -130,7 +135,7 @@ impl ApplicationHandler for PbrDemoApp {
// Bind group layouts // Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device); 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); let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera+Light bind group // Camera+Light bind group
@@ -155,8 +160,23 @@ impl ApplicationHandler for PbrDemoApp {
], ],
}); });
// Texture bind group (white 1x1) // PBR texture bind group (albedo + normal)
let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout); 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 // Material bind group
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
@@ -199,9 +219,10 @@ impl ApplicationHandler for PbrDemoApp {
&gpu.device, &gpu.device,
gpu.surface_format, gpu.surface_format,
&cl_layout, &cl_layout,
&tex_layout, &pbr_tex_layout,
&mat_layout, &mat_layout,
&shadow_layout, &shadow_layout,
&ibl_layout,
); );
self.state = Some(AppState { self.state = Some(AppState {
@@ -215,10 +236,14 @@ impl ApplicationHandler for PbrDemoApp {
light_buffer, light_buffer,
material_buffer, material_buffer,
camera_light_bind_group, camera_light_bind_group,
_texture: texture, _albedo_tex: albedo_tex,
_normal_tex: normal_tex,
pbr_texture_bind_group,
material_bind_group, material_bind_group,
shadow_bind_group, shadow_bind_group,
_shadow_map: shadow_map, _shadow_map: shadow_map,
_ibl: ibl,
ibl_bind_group,
input: InputState::new(), input: InputState::new(),
timer: GameTimer::new(60), timer: GameTimer::new(60),
cam_aligned_size, cam_aligned_size,
@@ -454,8 +479,9 @@ impl ApplicationHandler for PbrDemoApp {
}); });
render_pass.set_pipeline(&state.pipeline); 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(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_vertex_buffer(0, state.mesh.vertex_buffer.slice(..));
render_pass.set_index_buffer( render_pass.set_index_buffer(
state.mesh.index_buffer.slice(..), state.mesh.index_buffer.slice(..),

View File

@@ -12,6 +12,7 @@ use voltex_renderer::{
Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj,
ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE, ShadowMap, ShadowUniform, ShadowPassUniform, SHADOW_MAP_SIZE,
create_shadow_pipeline, shadow_pass_bind_group_layout, create_shadow_pipeline, shadow_pass_bind_group_layout,
IblResources, pbr_texture_bind_group_layout, create_pbr_texture_bind_group,
}; };
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
@@ -36,7 +37,9 @@ struct AppState {
light_buffer: wgpu::Buffer, light_buffer: wgpu::Buffer,
material_buffer: wgpu::Buffer, material_buffer: wgpu::Buffer,
camera_light_bind_group: wgpu::BindGroup, 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, material_bind_group: wgpu::BindGroup,
// Shadow resources // Shadow resources
shadow_map: ShadowMap, shadow_map: ShadowMap,
@@ -44,6 +47,8 @@ struct AppState {
shadow_bind_group: wgpu::BindGroup, shadow_bind_group: wgpu::BindGroup,
shadow_pass_buffer: wgpu::Buffer, shadow_pass_buffer: wgpu::Buffer,
shadow_pass_bind_group: wgpu::BindGroup, shadow_pass_bind_group: wgpu::BindGroup,
_ibl: IblResources,
ibl_bind_group: wgpu::BindGroup,
// Misc // Misc
input: InputState, input: InputState,
timer: GameTimer, timer: GameTimer,
@@ -184,7 +189,7 @@ impl ApplicationHandler for ShadowDemoApp {
// Bind group layouts // Bind group layouts
let cl_layout = camera_light_bind_group_layout(&gpu.device); 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); let mat_layout = MaterialUniform::bind_group_layout(&gpu.device);
// Camera+Light bind group // Camera+Light bind group
@@ -207,8 +212,23 @@ impl ApplicationHandler for ShadowDemoApp {
], ],
}); });
// Texture (white 1x1) // PBR texture bind group (albedo + normal)
let texture = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &tex_layout); 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 // Material bind group
let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor { let material_bind_group = gpu.device.create_bind_group(&wgpu::BindGroupDescriptor {
@@ -272,9 +292,10 @@ impl ApplicationHandler for ShadowDemoApp {
&gpu.device, &gpu.device,
gpu.surface_format, gpu.surface_format,
&cl_layout, &cl_layout,
&tex_layout, &pbr_tex_layout,
&mat_layout, &mat_layout,
&shadow_layout, &shadow_layout,
&ibl_layout,
); );
self.state = Some(AppState { self.state = Some(AppState {
@@ -290,13 +311,17 @@ impl ApplicationHandler for ShadowDemoApp {
light_buffer, light_buffer,
material_buffer, material_buffer,
camera_light_bind_group, camera_light_bind_group,
_texture: texture, _albedo_tex: albedo_tex,
_normal_tex: normal_tex,
pbr_texture_bind_group,
material_bind_group, material_bind_group,
shadow_map, shadow_map,
shadow_uniform_buffer, shadow_uniform_buffer,
shadow_bind_group, shadow_bind_group,
shadow_pass_buffer, shadow_pass_buffer,
shadow_pass_bind_group, shadow_pass_bind_group,
_ibl: ibl,
ibl_bind_group,
input: InputState::new(), input: InputState::new(),
timer: GameTimer::new(60), timer: GameTimer::new(60),
cam_aligned_size, cam_aligned_size,
@@ -557,8 +582,9 @@ impl ApplicationHandler for ShadowDemoApp {
}); });
render_pass.set_pipeline(&state.pbr_pipeline); 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(3, &state.shadow_bind_group, &[]);
render_pass.set_bind_group(4, &state.ibl_bind_group, &[]);
for i in 0..NUM_OBJECTS { for i in 0..NUM_OBJECTS {
let cam_offset = (i as u32) * state.cam_aligned_size; let cam_offset = (i as u32) * state.cam_aligned_size;