use winit::{ application::ApplicationHandler, event::WindowEvent, event_loop::{ActiveEventLoop, EventLoop}, keyboard::{KeyCode, PhysicalKey}, window::WindowId, }; use voltex_math::{Vec3, Mat4}; use voltex_platform::{VoltexWindow, WindowConfig, InputState, GameTimer}; use voltex_renderer::{ GpuContext, Camera, FpsController, CameraUniform, LightsUniform, LightData, Mesh, GpuTexture, MaterialUniform, generate_sphere, create_pbr_pipeline, obj, ShadowMap, ShadowUniform, IblResources, pbr_full_texture_bind_group_layout, create_pbr_full_texture_bind_group, }; use wgpu::util::DeviceExt; const NUM_OBJECTS: usize = 6; // 5 spheres + 1 ground plane struct MultiLightApp { state: Option, } struct AppState { window: VoltexWindow, gpu: GpuContext, pipeline: wgpu::RenderPipeline, sphere_mesh: Mesh, ground_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), _orm_tex: GpuTexture, _emissive_tex: GpuTexture, pbr_texture_bind_group: wgpu::BindGroup, material_bind_group: wgpu::BindGroup, shadow_bind_group: wgpu::BindGroup, _shadow_map: ShadowMap, _ibl: IblResources, input: InputState, timer: GameTimer, cam_aligned_size: u32, mat_aligned_size: u32, time: f32, } 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 MultiLightApp { fn resumed(&mut self, event_loop: &ActiveEventLoop) { let config = WindowConfig { title: "Voltex - Multi-Light 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 (shared by all 5 spheres) let (vertices, indices) = generate_sphere(0.5, 32, 16); let sphere_mesh = Mesh::new(&gpu.device, &vertices, &indices); // Ground plane: cube.obj scaled to (10, 0.1, 10) let obj_src = include_str!("../../../assets/cube.obj"); let obj_data = obj::parse_obj(obj_src); let ground_mesh = Mesh::new(&gpu.device, &obj_data.vertices, &obj_data.indices); // Camera at (0, 5, 12), looking down slightly let aspect = gpu.config.width as f32 / gpu.config.height as f32; let mut camera = Camera::new(Vec3::new(0.0, 5.0, 12.0), aspect); camera.pitch = -0.3; let fps_controller = FpsController::new(); // Initial lights uniform let mut lights_uniform = LightsUniform::new(); lights_uniform.add_light(LightData::directional([0.0, -1.0, -0.5], [1.0, 1.0, 1.0], 0.3)); // Point lights at initial positions (will be updated per frame) lights_uniform.add_light(LightData::point([5.0, 2.0, 0.0], [1.0, 0.0, 0.0], 15.0, 15.0)); lights_uniform.add_light(LightData::point([0.0, 2.0, 5.0], [0.0, 1.0, 0.0], 15.0, 15.0)); lights_uniform.add_light(LightData::point([-5.0, 2.0, 0.0], [0.0, 0.0, 1.0], 15.0, 15.0)); lights_uniform.add_light(LightData::point([0.0, 2.0, -5.0], [1.0, 1.0, 0.0], 15.0, 15.0)); lights_uniform.add_light(LightData::spot( [0.0, 5.0, 0.0], [0.0, -1.0, 0.0], [1.0, 1.0, 1.0], 20.0, 10.0, 20.0, 35.0, )); // Camera dynamic uniform buffer (one CameraUniform per object) let camera_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { label: Some("Camera Dynamic Uniform Buffer"), size: (cam_aligned_size as usize * NUM_OBJECTS) as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let light_buffer = gpu.device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Light Uniform Buffer"), contents: bytemuck::cast_slice(&[lights_uniform]), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); // Material dynamic uniform buffer (one MaterialUniform per object) let material_buffer = gpu.device.create_buffer(&wgpu::BufferDescriptor { label: Some("Material Dynamic Uniform Buffer"), size: (mat_aligned_size as usize * NUM_OBJECTS) as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); // Bind group layouts let cl_layout = camera_light_bind_group_layout(&gpu.device); let pbr_tex_layout = pbr_full_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 + ORM + emissive) 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 orm_tex = GpuTexture::white_1x1(&gpu.device, &gpu.queue, &old_tex_layout); let emissive_tex = GpuTexture::black_1x1(&gpu.device, &gpu.queue, &old_tex_layout); let pbr_texture_bind_group = create_pbr_full_texture_bind_group( &gpu.device, &pbr_tex_layout, &albedo_tex.view, &albedo_tex.sampler, &normal_tex.1, &normal_tex.2, &orm_tex.view, &orm_tex.sampler, &emissive_tex.view, &emissive_tex.sampler, ); // IBL resources let ibl = IblResources::new(&gpu.device, &gpu.queue); // 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], sun_direction: [0.5, -0.7, 0.5], turbidity: 3.0, sh_coefficients: [[0.0; 4]; 7], }; 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, &ibl.brdf_lut_view, &ibl.brdf_lut_sampler, ); // PBR pipeline let pipeline = create_pbr_pipeline( &gpu.device, gpu.surface_format, &cl_layout, &pbr_tex_layout, &mat_layout, &shadow_layout, ); self.state = Some(AppState { window, gpu, pipeline, sphere_mesh, ground_mesh, camera, fps_controller, camera_buffer, light_buffer, material_buffer, camera_light_bind_group, _albedo_tex: albedo_tex, _normal_tex: normal_tex, _orm_tex: orm_tex, _emissive_tex: emissive_tex, pbr_texture_bind_group, material_bind_group, shadow_bind_group, _shadow_map: shadow_map, _ibl: ibl, input: InputState::new(), timer: GameTimer::new(60), cam_aligned_size, mat_aligned_size, time: 0.0, }); } 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(); state.time += dt; // 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_OBJECTS * cam_aligned; let mat_total = NUM_OBJECTS * mat_aligned; let mut cam_staging = vec![0u8; cam_total]; let mut mat_staging = vec![0u8; mat_total]; // Object layout: indices 0..4 = spheres, index 5 = ground plane // Spheres at y=0, x = [-4, -2, 0, 2, 4], metallic varies 0.0..1.0 for i in 0..5usize { let x = -4.0 + i as f32 * 2.0; let model = Mat4::translation(x, 0.0, 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); let metallic = i as f32 / 4.0; let mat_uniform = MaterialUniform::with_params( [0.8, 0.2, 0.2, 1.0], metallic, 0.3, ); let bytes = bytemuck::bytes_of(&mat_uniform); let offset = i * mat_aligned; mat_staging[offset..offset + bytes.len()].copy_from_slice(bytes); } // Ground plane at y=-0.5, scale (10, 0.1, 10) { let i = 5; let model = Mat4::translation(0.0, -0.5, 0.0) .mul_mat4(&Mat4::scale(10.0, 0.1, 10.0)); 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); let mat_uniform = MaterialUniform::with_params( [0.5, 0.5, 0.5, 1.0], 0.0, 0.8, ); 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 lights with orbiting point lights let radius = 5.0f32; let time = state.time; let mut lights_uniform = LightsUniform::new(); // Directional fill light lights_uniform.add_light(LightData::directional( [0.0, -1.0, -0.5], [1.0, 1.0, 1.0], 0.3, )); // 4 orbiting point lights let offsets = [0.0f32, std::f32::consts::FRAC_PI_2, std::f32::consts::PI, 3.0 * std::f32::consts::FRAC_PI_2]; let colors = [ [1.0, 0.0, 0.0], // Red [0.0, 1.0, 0.0], // Green [0.0, 0.0, 1.0], // Blue [1.0, 1.0, 0.0], // Yellow ]; for j in 0..4 { let angle = time + offsets[j]; let px = radius * angle.cos(); let pz = radius * angle.sin(); lights_uniform.add_light(LightData::point( [px, 2.0, pz], colors[j], 15.0, 15.0, )); } // Spot light from above lights_uniform.add_light(LightData::spot( [0.0, 5.0, 0.0], [0.0, -1.0, 0.0], [1.0, 1.0, 1.0], 20.0, 10.0, 20.0, 35.0, )); 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("Multi-Light 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: 0.05, g: 0.05, b: 0.08, 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, &[]); // Draw 5 spheres (objects 0..4) 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, ); for i in 0..5u32 { let cam_offset = i * state.cam_aligned_size; let mat_offset = i * 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.sphere_mesh.num_indices, 0, 0..1); } // Draw ground plane (object 5) render_pass.set_vertex_buffer(0, state.ground_mesh.vertex_buffer.slice(..)); render_pass.set_index_buffer( state.ground_mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32, ); { let cam_offset = 5u32 * state.cam_aligned_size; let mat_offset = 5u32 * 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.ground_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 = MultiLightApp { state: None }; event_loop.run_app(&mut app).unwrap(); }